Hi, i have a wierd problem with my little app…
I’am loading image via xml to empty movieclip, and later i draw it with BitmapData.draw();
everything works fine when iam drawing first item of my images array -> myBitmap.drwa(myImages[0]); but when iam trying to draw second item its not working 
enyone had problem like this ? could someone p[oint me to a solution ?
sorry for my poor english and thanks for help.
I don’t know the answer to your problem but next time you will be more likely to get help if you don’t post useless replies. Often people check to see if a forum is replied to already before reading and put it at the end of the list for ones to check. I know I do 
sorry guys, i’am a bit desperate… here’s my code:
import flash.display.BitmapData;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import de.flash_fmp.FMP;
FMP.initialize();
#include "lmc_tween.as"
var myImages:Array = new Array();
var images:Array = new Array();
var lineArray:Array = new Array();
var Bmp:Array = new Array();
var clip:Array = new Array();
var referenceTo:String = new String();
var fillColor = 0xFFFF0000;
var myMatrix:Matrix = new Matrix();
myMatrix.translate(326, 93);
/////////////////////////////////////////////
var xmlPoloKolorowanka:XML = new XML();
xmlPoloKolorowanka.ignoreWhite = true;
xmlPoloKolorowanka.onLoad = loadXML;
function loadXML(bSuccess) {
if (bSuccess) {
xmlNode = this.firstChild;
picture = [];
thumb = [];
base = [];
lineart = [];
show_content();
//----------------------------------------------------------------------------------\\
} else {
content_mc.content_txt.text = "error";
}
}
function show_content() {
//Starting x & y values
var columns = 3;
var panels_spacing = 105;
total = xmlNode.childNodes.length;
//For loop to attach our container movieclip and pass the xml information
for (i=0; i<total; i++) {
//define xml ****
picture* = xmlNode.childNodes*;
thumb* = xmlNode.childNodes*.childNodes[0].firstChild.nodeValue;
base* = xmlNode.childNodes*.childNodes[1].firstChild.nodeValue;
lineart* = xmlNode.childNodes*.childNodes[2].firstChild.nodeValue;
//trace(thumb*);
//trace(base*);
//trace(lineart*);
//attach the container clip
var currThumb:MovieClip = thumbsh.attachMovie("thumb", "thumb"+i, i, {_x:50, _y:40});
var currPicture:MovieClip = this.attachMovie("picture", "pic"+i, i, {_x:0, _y:0});
var currLineArt:MovieClip = mc2.attachMovie("lineart", "line"+i, i, {_x:0, _y:0});
////////////////////////////////////////////
images.push(base*);
myImages.push(currPicture);
lineArray.push(currLineArt);
////////////////////////////////////////////
currThumb._x = (i%columns)*panels_spacing;
currThumb._y = Math.floor(i/columns)*95;
currLineArt.loadMovie(lineart*);
var pm:Number = -1;
if(i%2){
pm = 1;
} else {
pm = -1;
}
currThumb._rotation = random(25)*pm;
currThumb.actualholder.loadMovie(thumb*);
currThumb.onRelease = function(){
}
/////////////////////////////////////////////
}
startload(0);
/*
here is my problem, when i do startload(0); everything works fine, but when i do startload(1); bitmapdata wont draw my movieclip... image is loading nice, problem lies somewhere before Bmp[c].draw(myImages[c], myMatrix);
in go_draw function... ■■■■, i think i tried everything now, and still cant find answer.
*/
}
xmlPoloKolorowanka.load("xml/pictures.xml");
////////////////////////////////////////////////////////////////////////////////////////////////
function startload(j) {
trace("Startload ignitiated"+d);
myImages[j].loadMovie(images[j]);
checkload(j);
}
function checkload(k) {
trace("checkload ignitiated | Image = " + myImages[k]);
this.onEnterFrame = function() {
if (myImages[k]._width) {
trace('success');
delete this.onEnterFrame;
preloader._visible = false;
//go_draw(k);
}
};
}
function go_draw(c){
for(g=0; g<lineArray.length; g++){
lineArray[g]._visible = false;
}
//it's like here is something missing, but why it works for 1st mc in array, but wont for nextone ?
clip[c] = this.createEmptyMovieClip("p"+c, 1);
Bmp[c] = new BitmapData(860, 525, false, 0x00FF3300);
clip[c].attachBitmap(Bmp[c], clip[c].getNextHighestDepth(), auto, true);
Bmp[c].draw(myImages[c], myMatrix);
lineArray[c]._visible = true;
clip[c].Blur_blurX = 3;
clip[c].Blur_blurY = 3;
clip[c].useHandCursor = false;
clip[c].onPress = function() {
var pixel:String = Bmp[c].getPixel32(_xmouse, _ymouse).toString(16);
trace(pixel);
if(pixel != "0"){
Bmp[c].floodFill(_xmouse, _ymouse, fillColor);
}
};
clip[c].swapDepths(5000);
mc2.swapDepths(6000);
paint.swapDepths(7000);
thumbsh.swapDepths(8000);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////