AS3 large stage edge performance is poor

When using a large stage with a size of 3840 x 2160, I will see performance issues when setting the sprite animation to the edge of the stage.

I can Add hundreds of these to the stage without any problems, but if anything gets close to the edge, problems will arise. Is there any way to solve this problem?

Update:

sprite.cacheAsBitmap = true caused my problem. Set to false to fix the problem.

This may be related to the way the flash player renders the screen. It redraws everything between the four outermost redraw coordinates.
(leftmost , Rightmost, most, bottom)

This means that if you have only two pixels at coordinates 1600, 1000, and only two pixels at 1800, 1200 occur between frames If you change, then only a 200×200 pixel area will be redrawn. However, if you need to redraw 10,10 pixels and 3830,2150 pixels, you need to re-render an area of ​​3820×2140 pixels. That is pixels. (8.174 .800)

Even if there is no other change between these four outermost pixels.

Use a large stage size of 3840 x At 2160, I will see performance issues when setting the pokemon animation to the edge of the stage.

I can add hundreds of these to the stage without any problems, but if there are any Close to the edge, there will be problems. Is there any way to solve this problem?

Update:

sprite.cacheAsBitmap = true caused my problem. Set to false to fix the problem.

< p>This may be related to the way the flash player renders the screen. It redraws everything between the four outermost redraw coordinates.
(leftmost, rightmost, most, bottom)

This means that if you only have two pixels at coordinates 1600, 1000, and only two pixels at 1800, 1200 change between frames, then only one 200×200 will be redrawn Pixel area. However, if you need to redraw 10,10 pixels and 3830,2150 pixels, you need to re-render the area of ​​3820×2140 pixels. That is pixels. (8.174.800)

Even in There is no other change between the four outermost pixels, and so is it.

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