I though it was my error! but it was a flash bug! It was in this blog: http://www.kaourantin.net/2005/08/fixing-one-bug-at-time-in-flash-player.html
The problem: With dynamic image galleries, the quality of the jpegs that it pulls come out in poor quality even though high is checked. The weird thing is if you change the quality on the swf to medium and back to high, the image quality becomes how it should be, perfect.
The solution: quoted from the blog:
<<< "I think I may have a workaround, with bitmap data you can effectively duplicate a loaded image to another location ( I’m still annoyed you can’t copy/move loaded movieclips with actionscript)
In duplicating the movie clip with bitmap data I think you can set a smoothing tag on the bitmap itself:
some_mc.attachBitmap(bmp, 1, “auto”, true);
the true flag sets smoothing where its default is false.
This sort of workaround it necessary also for setting a loaded clips properties before its displayed on stage or has time to influence the properties of its parents. By loading it off stage some place, settings its properties and then duplicating it with bitmap data into the desired location. >>>
Heres how someone said to do it: <<<<
do everything normally, except in your onLoadInit() function, do the following: (clip_a is my container for dynamic JPG)
-myBitmap = new BitmapData(clip_a._width, clip_a._height, true, 0x00FFFFFF);
-myBitmap.draw(clip_a);
-removeMovieClip(clip_a);
-createEmptyMovieClip("clip_a", getNextHighestDepth());
-clip_a.attachBitmap(myBitmap, 1, "auto", true);
Heres the actionscript for the load part of my gallery. can anyone help me put this solution (above) in my actionscript bellow ~thanks
///////////////////////// LOADS ALL THE JPG //////////////////////////////////////
MovieClip.prototype.loader = function(url, file, mc, depth) {
// creates clip with the passed name and depth
this.createEmptyMovieClip(mc, depth);
// load the jpg into the new clip
this[mc].loadMovie(url+file);
// before it loads up set it's alpha to 0 so you can fade the clip up when it loads totaly
this.onEnterFrame = function() {
this[mc]._alpha = 0;
// test for 100% loaded
if (this[mc].getBytesTotal()>0 && this[mc].getBytesLoaded() == this[mc].getBytesTotal()) {
this.onEnterFrame = undefined;
enableControls();
if (this.image2 && this[mc] == this.image1) {
_root.fadeOut(this.image2, this[mc]);
}
if (this.image1 && this[mc] == this.image2) {
_root.fadeOut(this.image1, this[mc]);
}
}
};
};
// this sets up all the main variables and loads the first photo.
//It also creates a blank mc inside holder called image2, at a depth of 2
//right after that we load a new image in fading down image2 and fading up image1.
init();
function init() {
this.pathToPic = "images/";
holder.createEmptyMovieClip("image2", 2);
holder.loader(this.pathToPic, "home1.jpg", "image"+this.inc, this.inc);
}
init();
function init() {
this.pathToPic = "images/";
this.maxPics = 100;
this.picIndex = 6;
this.inc = 1;
holder.createEmptyMovieClip("image2", 2);
holder.loader(this.pathToPic, "home1.jpg", "image"+this.inc, this.inc);
}
stop();
the site Im talking about is: http://www.ljsalkinphotography.com/site2/flashPage.html
Team Red Studio ~Joseph