You can use the following function in order to load external jpg and smooth scaling them:
_global.smoothImageLoad = function(imgURL, targetMovie) {
var i=0
do { i++ } while (eval("_root.smoothImageLoadTemp"+i) != undefined)
tmc = _root.createEmptyMovieClip("smoothImageLoadTemp"+i, _root.getNextHighestDepth())
tmc.createEmptyMovieClip("ti", tmc.getNextHighestDepth())
tmc.tm = targetMovie
with(tmc) {
tmcl = new MovieClipLoader()
tmcl.onLoadComplete = function() {
ti.onEnterFrame = function() {
pixelData = new flash.display.BitmapData(ti._width, ti._height);
pixelData.draw(ti);
tm.attachBitmap(pixelData, 1, true, true);
tm.smoothImageLoadComplete()
removeMovieClip(ti._parent)
}
}
tmcl.loadClip(imgURL, tmc.ti)
}
}
Just take this chunk of code and slap it on your first keyframe. This way it's available to your entire movie. Then to use it:
smoothImageLoad("image.jpg", mytargetmc)
Also, if you want something to happen just as the image is loaded, you can set a smoothImageLoadComplete function on you target mC. As the loading and polishing ends, my script tries to trigger that function on the target.
mytargetmc.smoothImageLoadComplete = function() {
trace("yeah baby yeah!!!")
}
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