I’ve been checking up on OSMF (Open Source Media Framework) periodically, but found that many of their examples / samples don’t work at the moment (their APIs have been in flux). If you’re just looking for a quick way to get OSMF (v.9) up and running in Flex here’s a bit of code that should help.
Chase Brammer shows how to create ActionScript 3 cross-domain RSLs during his session at 360|Flex in Indianapolis (just over 5 minutes).
Chase Brammer shows how to optimize ActionScript 3 Runtime Shared Libraries during his session at 360|Flex in Indianapolis (just under 3 minutes).
Sometimes you’re an idiot and you spend a lot of time reinventing the wheel because you misread one little line of documentation. This is one of those times where I get to be that idiot. I invented a solution for bilinear resampling in Flash Player when I didn’t need to. You can actually get the same results pretty simply using just BitmapData.draw() method with smoothing on (I had read this didn’t work when down sizing), but it requires creating a temp BitmapData object if the source you’re feeding the BitmapData.draw() method is not another BitmapData object (i.e. a DisplayObject). Here’s what that scenario would look like.
// source in this example is a DisplayObject var temp:BitmapData = new BitmapData( sourceWidth, sourceHeight ); temp.draw( source ); var output:BitmapData = new BitmapData( outputWidth, outputHeight ); var matrix:Matrix = new Matrix(); matrix.scale( outputWidth / sourceWidth, outputHeight / sourceHeight ); output.draw( temp, matrix, null, null, null, true ); temp.dispose();
Is either party correct? Is the answer, almost? Or, does it lie to some other web rendering engine to wrest yet another Silmaril from the clutches of old media? It’s enough to make me wonder if the Mozilla cats won’t get jealous and make 3d gaming a part of the html 5.1 spec( three cheers for FOSS and yet another browser land grab in the Flash world). ;-)