I'm wondering if there is a way to take the reuslting image, after the shader is done with it, and store it as a bitmap.
ave a application where I have a bunch if images(bitmaps) that I put on the scene on top of each other. Then I apply my shader on them as a blendShader. The final result is a nice blend of all the pictures. This works fine if I use 10-20 pictures. But what if I would like to blend 200 pictures, then It will be very heavy to preocess. The best would be if I could, after placed let's say 10 pictures on the stage, the store the result in a bitmap. So when I wan't to blend picture 21-40 i just place the bitmap I "created" first that cointains alll previous blends.
I guess that the shader don't alter the bitmapdata , it only affect the drawing?
So i'm basicly wondering if it's possible.
You can use shader job to have a target bitmap destination that you could cache.
You might have to do your own blending in that case though. There might be a trickier way to get the bits out of a display object, like using the BitmapData property through the IBitmapDrawable interface, but that wouldn't let you grab the data from the middle of the stack. I think you'd need to do your own blending to do what you want.