![]() For one thing, the toolbox has been slimmed down to a single column of buttons, rather than the pre-CS3 two-column design. The first thing you notice when firing up CS3 is the new user interface. Let’s take a look at the new, fun stuff that Adobe have added to their latest release, as well as areas that they’ve improved over CS2 and earlier versions.Īlthough the new feature list for CS3 isn’t quite as lengthy as CS2 was, there are quite a few radical changes in there – a redesigned interface, the wonderful Auto-Align Layers command, and the clamoured-for Smart Filters, to name but a few. I’ve been playing with the CS3 beta for the last few months, and it’s certainly an impressive beast. The latest incarnation – Photoshop 10, or CS3 – is just around the corner Adobe officially launched it last week, and it’s currently available for pre-order at the time of writing. This impressive application, nearly 20 years old, is very much the industry standard for image editing and photo retouching, and is often the software of choice for the Web designer too. And if I remember correctly, masks also don't require cahceAsBitmap, even with NORMAL blending mode.If you’re a professional Web designer, chances are that you’ve used Photoshop at least once in your life. So you can use cheese.blendMode = BlendMode.LAYER instead of cheese.cacheAsBitmap = true. Turns out that you don't need to use cacheAsBitmap if you set blend mode of parent object to LAYER (doc says it should be set automatically.) ![]() Var hy = Math.random()*(cheese.height-7)+7 Var hx = Math.random()*(cheese.width-7)+7 This works similar to masks except you would be actually drawing the wholes and not the area outside them. You could also set blendMode property of your hole object to BlendMode.ERASE in combination with cacheAsBitmap. Open stack overflow to answer some questions, think for next hour about how holes are placed in cheese. For example, to mask the entire main timeline: root.cacheAsBitmap = true // this makes the mask an alpha mask MaskBitmap.cacheAsBitmap = true // this makes the mask an alpha mask Var maskBitmap:Bitmap = new Bitmap(maskBitmapData) erase part of it by drawing transparent pixels Var maskBitmapData:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0xff000000) For example: // fill the stage with a solid rectangle Put all your graphics that you want to be effected by the mask in a common container (if you mean for everything to be cut, then they are already in a common container: the stage or root timeline.)ĭraw a bitmap data object that has a transparent "hole" in the area you want to erase. Using an alpha mask (both mask and maskee use cacheAsBitmap=true) you can draw transparent pixels onto the mask to erase parts. Make an offset to capture all the graphics.Īanslate(-aBounds.left, -aBounds.top) ![]() ![]() Var aRaster:BitmapData = new BitmapData(aBounds.width, aBounds.height, true, 0x00000000) Var aBounds:Rectangle = source.getBounds(source) Private function rasterize(source:DisplayObject):Bitmap You should convert the graphics you have into Bitmap instance and work with pixels: package I just tried, drawing transparent shapes does not create holes, alas. ![]()
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