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Ls,
I've noticed that using large jpg;'s that are highly compressed take a lot of time to appear as a mc on stage after calling " new mcname();"
I have doubled my background from 1500X900 to 3000X1800. I use a movieclip in library containing the .jpg source image.
Creating the larger one takes about 5 times longer to appear.
Kicking my levels start from about 4 seconds to a 20 second wait.
Does this have to do with the .jpg compression method (standard v.s progressive/optimized)?
Is there a library, or basicly.. ill do anything, I can use to speed this up?
Not using .jpg is not an option because the uncompressed picture is about 22Mb, compressed only about 800Kb.
Its for a mobile app.
Regards,
Mac
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it's 4 times larger so it shouldn't be a surprise it takes about 5 timeline longer to render.
i don't believe compression is an issue. that's just a lot of pixels to render for a mobile.
be sure your enabling the cacheAsBitmap property.
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Hi & thank you
Well I was expecting to see a drop in frame rate, but this hardly happens (thanks to good clipping on the part of the Adobe team me thinks)
Just that the startup time has increased to a point that I find, almost, unacceptable.
First I had the background level/screen buildup from tiles.
I tried putting in a full scale bitmap to be able to get away from the tiled game look.
It looks pretty amazing, but to wait 15-20 seconds for a level start. thats steep.
Anyhoe, thanks again for your reply and insight.
And yes I use the cache as bitmap.
Mac
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i wouldn't expect a frame rate issue once your movieclip is cached as a bitmap. it's the initial caching and rendering that's time-consuming. but after that it should be relatively speedy to translate the bitmap's x,y properties as long as you're not doing anything that requires re-caching.
it might be an interesting experiment if you do something like rotate your movieclip. if that's not as time-consuming as the initial display delay, there must be something else, in addition, to caching and rendering that causes the initial delay.