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Since Flash 8, BitmapData has offered a wide range of possibilities to improve performance. Many Flash apps, particularly games, choose to simply display a single, huge BitmapData, render the entire game scene into it and, for the most part, eschew Stage‘s whole system of DisplayObject and DisplayObjectContainer. When you’re doing this or just generally using BitmapData for more than just raster (e.g. JPEG, PNG) image display, you should know your options for composing a BitmapData out of other BitmapData. Today’s article discussing the performance of the two main ways of composing these BitmapData scenes: BitmapData.draw and BitmapData.copyPixels.

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