[AS2] Fullscreen Gallery & bitmap smoothing

hello guys,

I need some help with a fullscreen gallery and the bitmap smoothing thing. I tried to combine the gallery code and the bitmap code I found in this thread. Well, it’s a xml based fullscreen gallery and it works fine but without smoothing :cry3:. okay, i hope anybody can help - here is an extract of the gallery code:

 imageNum++;
 imageHolder_mc.createEmptyMovieClip("image"+imageNum+"_mc", imageNum);
 eval("imageHolder_mc.image"+imageNum+"_mc")._alpha = 0;
 eval("imageHolder_mc.image"+imageNum+"_mc").loadMovie("images/"+galleryMenuArray[thisImgNum][1]);
 onEnterFrame = function(){ 
  if(eval("imageHolder_mc.image"+imageNum+"_mc")._width > 0){
   cover_mc.removeMovieClip();
   preloader_mc.removeMovieClip();
   delete onEnterFrame;
   tweenAlphaOut(eval("imageHolder_mc.image"+lastImageNum+"_mc"));
   resizeImage(eval("imageHolder_mc.image"+imageNum+"_mc"));
   tweenAlpha(eval("imageHolder_mc.image"+imageNum+"_mc"), 100);
   lastImageNum = imageNum;
 
  };
 };
};

and this is the code I tried to combine with:


import flash.display.*;
 
function loadBitmapSmoothed(url:String, target:MovieClip) {
 
    var bmc:MovieClip = target.createEmptyMovieClip(
        "bmc",
        target.getNextHighestDepth()
    );
 
    var listener:Object = new Object();
    listener.tmc = target;
 
    listener.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void {
        percent = Math.round((bytesLoaded/bytesTotal)*100);
        pText.text = percent+"%";
    }
 
    listener.onLoadInit = function(mc:MovieClip) {
        mc._visible = false;
 
        var bitmap:BitmapData = new BitmapData(
               mc._width,
            mc._height,
            true
        );
 
         this.tmc.attachBitmap(
            bitmap, 
            this.tmc.getNextHighestDepth(),
            "auto", 
            true
        );
         bitmap.draw(mc);        
 
        // set size and position on load
        if(Stage.height/Stage.width > target._height/target._width) {
            img_prop = target._width/target._height;
            target._height = Stage.height;
            target._width = Stage.height*img_prop;
            target._y = (Stage.height/2)-(target._height/2);
            target._x = (Stage.width/2)-(target._width/2);
        } else {
            img_prop = target._height/target._width;
            target._width = Stage.width;
            target._height = Stage.width*img_prop;
            target._y = (Stage.height/2)-(target._height/2);
            target._x = (Stage.width/2)-(target._width/2);
        }
    };
 
    var loader:MovieClipLoader = new MovieClipLoader();
    loader.addListener(listener);
    loader.loadClip(url, bmc);
}
 
_root.createEmptyMovieClip("bg_con", 0);
loadBitmapSmoothed("bg.jpg", bg_con);
 
 
 
 
// set size and position on resize
 
var stage_listener:Object = new Object();
 
stage_listener.onResize = function():Void {
        if(Stage.height/Stage.width > bg_con._height/bg_con._width) {
            img_prop = bg_con._width/bg_con._height;
            bg_con._height = Stage.height;
            bg_con._width = Stage.height*img_prop;
            bg_con._y = (Stage.height/2)-(bg_con._height/2);
            bg_con._x = (Stage.width/2)-(bg_con._width/2);
        } else {
            img_prop = bg_con._height/bg_con._width;
            bg_con._width = Stage.width;
            bg_con._height = Stage.width*img_prop;
            bg_con._y = (Stage.height/2)-(bg_con._height/2);
            bg_con._x = (Stage.width/2)-(bg_con._width/2);
        }
}
 
Stage.addListener(stage_listener);

thank you very much for any help.