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Inspiring
August 20, 2010
Answered

canvass size limit 2880 - my image is 5000

  • August 20, 2010
  • 3 replies
  • 2016 views

My artist drew a beautiful isalnd BUT it's 5000 in width. We SCROLL it as it's for a Virtual World. - it's in layers and we scroll the different layers at different speeds.

Flash documentation states that the limit is 2880 BUT it does work in the player ie: you can see the full island but it does run a little slow.

Should I

a. Create a smaller island of 2880 which is a shame as I would have to get rid of a lot of good stuff

b. Split it into two images and dynamically connect them with code.

Also, I have different layers scrolling at different speeds which would make things more difficult to look natural.

This topic has been closed for replies.
Correct answer Andrei1-bKoviI

The idea is to have a single container populated with image pieces.

The more images you deal with the better control over display and animation you have. Perhaps, you can place them into a single container and draw bitmap out of this container which will be animated. Other way could be to add/remove images that are outside of visible area.

By the way, loading of 2500 images with dimensions 100x100 is MUCH faster than loading of 4 images with dimensions of 2500x2500. This is often overlooked.

3 replies

Inspiring
August 20, 2010

or keep it in a single container and add a scrollbar.

Inspiring
August 20, 2010

In addition to dmennenoh's comments, 2880 is a stage limitation. Objects on display list can of any dimensions. I would split it at least in as many pieces as width divided by stage width. For loading efficiency I would make pieces even smaller.

August 20, 2010

Split into two and scroll with code... I've made scrolling timelines with this method where the background image was > 10,000 pixels wide and it scrolled smoothly - and that was AS2. The layering wouldn't be any different than you have it now... just load the separate images into containers and scroll the containers.

Inspiring
August 20, 2010

Thanks.

BUT if you had 10.000 wide then if the limit is 2880 you would have had 4 containers at least is that right?

Also, if I have 5000 - I could do 2 but to look smooth both would appear at the same time at the moment of reaching the border between them therefore you wouls again have the two in the player hence the performance issue.

If I'm wrong please tell me or if there were three separate images then you would only have two at a time on reaching the border.

Andrei1-bKoviICorrect answer
Inspiring
August 20, 2010

The idea is to have a single container populated with image pieces.

The more images you deal with the better control over display and animation you have. Perhaps, you can place them into a single container and draw bitmap out of this container which will be animated. Other way could be to add/remove images that are outside of visible area.

By the way, loading of 2500 images with dimensions 100x100 is MUCH faster than loading of 4 images with dimensions of 2500x2500. This is often overlooked.