Unfortunately the filters do not work (drop shadow, glow) in GPU mode. I\'m looking for an opportunity to use these effects to text in this mode. I will welcome any advice.<
Here is how to convert ANY DisplayObject
to a Bitmap
- useful for "restoring" filter effects in AIR GPU mobile rendermode
. This is Pixelthis
's solution, fixed, optimized and tested:
// => 'bitmap' must belong to the same parent as 'obj'. 'obj' should be invisible.
static public function Update(obj:DisplayObject, bitmap:Bitmap):void {
//trace("CacheToBmp",obj.name);
// Remember the transform matrix of the text field
var offset:Matrix = obj.transform.matrix.clone();
// Get the bounds of just the textfield (does not include filters)
var bounds:Rectangle = obj.getBounds(obj);
// Create a bitmapData that is used just to calculate the size of the filters
var tempBD:BitmapData = new BitmapData( Math.ceil(bounds.width), Math.ceil(bounds.height), false );
bounds.width = obj.width;
bounds.height = obj.height;
// Make a copy of the textField bounds. We'll adjust this with the filters
var finalBounds:Rectangle = new Rectangle(0,0,bounds.width,bounds.height);
// Step through each filter in the textField and adjust our bounds to include them all
var filterBounds:Rectangle;
for each (var filter:BitmapFilter in obj.filters) {
filterBounds = tempBD.generateFilterRect( tempBD.rect, filter );
finalBounds = finalBounds.union(filterBounds);
}
finalBounds.offset(bounds.x,bounds.y);
finalBounds.x = Math.floor(finalBounds.x);
finalBounds.y = Math.floor(finalBounds.y);
finalBounds.width = Math.ceil(finalBounds.width);
finalBounds.height = Math.ceil(finalBounds.height);
// Now draw the textfield to a new bitmpaData
var data:BitmapData = new BitmapData( finalBounds.width, finalBounds.height, false, 0 );
offset.tx = -finalBounds.x;
offset.ty = -finalBounds.y;
data.drawWithQuality( obj, offset, obj.transform.colorTransform, obj.blendMode, null, true, StageQuality.HIGH );
bitmap.bitmapData = data;
// Position the bitmap in same place as 'obj'
bitmap.x = obj.transform.matrix.tx + finalBounds.x;
bitmap.y = obj.transform.matrix.ty + finalBounds.y;
}