# BitmapData.draw is drawing very slow

**URL:** https://forum.kirupa.com/t/bitmapdata-draw-is-drawing-very-slow/330755
**Category:** flash
**Created:** [March 11, 2013, 4:20pm UTC](https://forum.kirupa.com/t/bitmapdata-draw-is-drawing-very-slow/330755 "2013-03-11T16:20:21Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![Tompa](https://avatars.discourse-cdn.com/v4/letter/t/6de8d8/32.png) [@Tompa](https://forum.kirupa.com/u/Tompa)
#### Post date: [March 11, 2013, 4:20pm UTC](https://forum.kirupa.com/t/bitmapdata-draw-is-drawing-very-slow/330755/1 "2013-03-11T16:20:21Z")

</div>

Last week I learned about drawing smaller parts of a bigger sprite I had, to be able to both render and process the bitmapData at the same time.  
I managed to find the perfect chunk size to use and everything was load super fast!

This morning, I was going to implement it to my bigger project and I noticed the drawing was not even CLOSE as fast as it was in my example I made earlier.

The \*source:IBitmapDrawable \*was from a Sprite that was about 2000x2000, and contained a small amount of vectorized data.

But in my bigger project, the sprite is normally 130000 x 130000 and contains extremely much vectorized data.

So instead of 1-2ms to draw each chunk, it now takes about 70-72ms to draw each chunk.  
The ONLY difference from these 2 projects is the source I’m drawing from.

How can I speed up the drawing, even though my source of drawing from is gigantic?  
Very thankful for help!
