index of Foundation Action Script Effects part 1
Replace with advertisiment code (recomended size 336 x 280)
Chapter 1 The Drawing API - A brief history of the drawing API
- What’s come before
Reviewing the original eight
Drawing straight lines
Drawing curves
Drawing solid fills
Drawing gradient fills
Shapes made easy
Drawing gradient lines
Filling shapes with bitmaps
- And in with the new
o Copying graphics
o Drawing bitmap strokes
o Preserving path data
o Changing points on a path
o Rendering triangles
Breaking down the drawTriangles method
Using bitmap fills
o Introducing shaders
- Summary
Chapter 2 Filters and Blend Modes
- Applying blend modes
o Working with the BlendModes application
o Examining the modes
NORMAL
MULTIPLY
SCREEN
HARDLIGHT
OVERLAY
ADD
SUBTRACT
LIGHTEN
DARKEN
DIFFERENCE
INVERT
LAYER
ALPHA
ERASE
SHADER
- Using filters
o BlurFilter
o DropShadowFilter
o GlowFilter
o GradientGlowFilter
o BevelFilter
o GradientBevelFilter
o ColorMatrixFilter
Understanding matrices
Using matrices with the ColorMatrixFilter
o ConvolutionFilter
Convolving pixels
Understanding the parameters
Applying the filter
o DisplacementMapFilter
- Summary
Chapter 3 Bitmaps and BitmapData
- Understanding bitmaps in ActionScript
o Introducing Bitmap
o Accessing BitmapData
o Understanding channel data
Storing grayscale
Adding color
Representing transparency
Specifying channels
- Loading, creating, and displaying bitmaps
o Embedding or loading assets
o Creating bitmaps from scratch
Instantiating BitmapData
Adding data to a Bitmap instance
- Drawing existing graphics into bitmaps
Specifying the source
Transforming source pixels
Wrapping up the draw() method’s parameters
o Copying existing bitmap data
Cloning
Copying pixels
Setting regions of pixels
o Using bitmaps with the drawing API
o Cleaning up
- Accessing and manipulating colors
o Getting and setting single pixels
Creating a pixel painting application
Determining pixel values
- Filling regions of color
Testing getColorBoundsRect
Flooding with color
o Transforming color
- Summary
Chapter 4 Advanced Bitmap Manipulation
- Adding Pixel Randomization
o Dissolving Pixels
o Making some noise
o Applying Perlin noise
- Applying filters to BitmapData
o Using filters
o Displacing pixels
Adding textures to objects
Creating a fisheye lens
- Performing channel operations
o Copying channels
Copying channels within an instance
Copying channels between instances
o Extracting channel information
- Setting thresholds
Creating 1-bit bitmaps
Chroma keying
o Mapping palettes
Assigning custom color palettes
Applying levels
Posterizing
- Summary
Chapter 5 Pixel Bender and Shaders
- Understanding shaders
- Working with the Pixel Bender Toolkit
o Exploring the interface
o Creating a kernel
o Knowing Flash’s limitations
- Using shaders in the Flash Player
o Embedding bytecode
o Loading kernels at runtime
o Allowing for loading or embedding
o Deconstructing shaders
Shader
ShaderData
ShaderInput
ShaderParameter
ShaderJob
ShaderEvent
o Passing parameters to shaders
Providing accessors
Creating a proxy
- Bending pixels
o Creating a custom filter
- Enabling new blend modes
- Drawing with shaders
o Creating custom gradients
o Animating fills
- Performing heavy processing
- Summary
Chapter 6 ActionScript in the Third Dimension
- Displaying objects with depth
o Translating in three dimensions
o Changing perspective
Exploring perspective projection
Extruding text
o Rotating around axes
Flipping an image
Scrolling text
Constructing models out of planes
- Transforming objects
o Vector3D
Performing simple vector math
Measuring vectors
Drawing polygons
o Matrix3D
Creating a matrix
Exploring matrix methods
Managing depth 356
- Drawing with bitmaps
o Recalling drawing triangles
o Rendering a mesh with drawTriangles()
- Summary
0 comments:
Post a Comment