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Fill a region with a solid color using fillRect(), or ood- ll areas of a solid color with
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You can apply lters and color transforms to a BitmapData with applyFilter() and colorTransform(); unlike with display objects, these have one-time effects. Methods especially useful for image analysis include histogram(), threshold(), and
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Palette mapping achieved with paletteMap() is a powerful tool for color modi cation. Flash Player has built-in support for two kinds of procedural noise: fractal, naturalistic Perlin noise, and basic per-pixel noise.
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Applying Filters
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ith ActionScript 3.0, you can easily apply one or a combination of preset graphical styles to any display object. Perhaps you d like to blur an image, create a beveled edge, or add a glow to a Sprite, or maybe you want to distort an image. Like bitmap image-editing programs such as Photoshop, these treatments are made available as lters. In the Flash Player API, subclasses of the flash.filters.BitmapFilter class represent lters you can use to style display objects at runtime.
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flash.filters .BitmapFilter flash.filters.*
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Introducing Filters
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Filters are built-in effects you can apply to any DisplayObject, like Sprite, MovieClip, or TextField. All the lters discussed in this chapter are built into the Flash Player runtime, which makes them fast to render. Under the hood, when you apply a lter to a DisplayObject, Flash Player renders the display object as a bitmap and applies the lter to the bitmap to produce the desired graphical effect. Any time you apply a lter to a DisplayObject, its cacheAsBitmap property is set to true. The lters available in Flash Player 9 and later are as follows:
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BevelFilter BlurFilter ColorMatrixFilter ConvolutionFilter DisplacementMapFilter DropShadowFilter GlowFilter GradientBevelFilter GradientGlowFilter
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Part VIII: Graphics Programming and Animation
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Flash Player 10 adds the ShaderFilter, enabling you to use Pixel Bender shaders easily on display objects with the same interface as any of the built-in lters. You ll learn about Pixel Bender shaders in 38, Writing Shaders with Pixel Bender.
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Applying Filters to Display Objects
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Every DisplayObject instance has a filters property of type Array. This property contains the lter objects applied to the instance. If you apply a lter at authoring time in Flash Professional, that lter object is accessible during runtime via the filters property. When you read elements from the filters array, you get copies of, rather than references to, the actual lter objects. That means that if you access an element in the filters array and change its properties, these changes to the lter aren t applied to the display object automatically. You ve merely modi ed the properties of a new BitmapFilter instance that s not in use. When you want to apply a lter to an object programmatically, you must assign an array of lter objects to the filters property. Not only does the filters array return copies of the lter objects, but when you read the filters property, it returns a copy of the array rather than a reference. So it won t work to use standard array methods such as push(), and you cannot overwrite elements of the array and have the updates affect the display object automatically. The only way to change, add, or remove lters is to assign a whole new array of lters to the filters property. Some examples will help clarify this technique. In subsequent sections you ll learn more about each of the different types of lter classes. For the next few examples, however, you construct very basic lter objects. For example, the following code constructs a basic DropShadowFilter object:
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var shadowFilter:DropShadowFilter = new DropShadowFilter();
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You can only add lters to a DisplayObject by assigning a whole new filters array. So once the lter object is constructed, you pop it in a new array of lters. Here, I apply the drop shadow to a DisplayObject named circle:
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Additionally, if you change a property of a lter object after you assign it to the filters array of a display object, it will have no effect on the display object. For example, DropShadowFilter objects have a distance property that determines the displacement of the shadow in pixels. The default is 4 pixels. If you set the property before assigning the object to the filters array, there will be a visible effect:
shadowFilter.distance = 100; circle.filters = [shadowFilter];
However, if you change the property after assigning the object to the lters array, it won t affect the display object: