# beginBitmapFill

**URL:** <https://forum.kirupa.com/t/beginbitmapfill/325471>\
**Category:** flash\
**Created:** [October 17, 2011, 11:47pm UTC](https://forum.kirupa.com/t/beginbitmapfill/325471 "2011-10-17T23:47:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![varnava](https://avatars.discourse-cdn.com/v4/letter/v/838e76/32.png) [@varnava](https://forum.kirupa.com/u/varnava)\
**Post date:** [October 17, 2011, 11:47pm UTC](https://forum.kirupa.com/t/beginbitmapfill/325471/1 "2011-10-17T23:47:05Z")

</div>

Hi to all. Help please. I want to draw a rectangle and fill it with images. Rectangle is drawn transparent. What is wrong?

const screenRect:Rectangle = Screen.mainScreen.visibleBounds;  
const screenWidth:int = screenRect.width;  
const screenHeight:int = screenRect.height;  
const winWidth:int = screenWidth \* 0.25;  
const winHeight:int = screenHeight \* 0.75;  
const winXrect:int = winWidth/2;

```
            var loader:Loader = new Loader();
            var request:URLRequest = new URLRequest("fon.jpg");
            loader.load(request);               
            
            var myBitmap:BitmapData = new BitmapData (winWidth, winHeight, false);               
            
            myBitmap.draw(loader, new Matrix());
            var matrix:Matrix = new Matrix();
            //matrix.rotate(Math.PI/4);
            loader.contentLoaderInfo.addEventListener(Event.COMPLETE, drawImage);
            loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler);
             function drawImage(event:Event):void {
            
            var mySprite:Sprite = new Sprite();
            mySprite.graphics.beginFill(0xFFCC00,1);
            mySprite.graphics.drawCircle(winXrect, 0, 20);
        
           
            mySprite.graphics.beginBitmapFill(myBitmap, matrix, true,true);
            mySprite.graphics.drawRoundRect(0, 0, winWidth, winHeight,25);
            mySprite.graphics.endFill();
            
            var container:UIComponent = new UIComponent();
            addElement( container );                
            container.addChild( mySprite );
            rec.addElement(container);
            }
            
             function ioErrorHandler(event:IOErrorEvent):void {
                trace("Unable to load image: " + url);
            }
```
