# Handle super big bitmap(s)

**URL:** https://forum.kirupa.com/t/handle-super-big-bitmap-s/330114
**Category:** flash
**Created:** [December 2, 2012, 8:06pm UTC](https://forum.kirupa.com/t/handle-super-big-bitmap-s/330114 "2012-12-02T20:06:27Z")
**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: [December 2, 2012, 8:06pm UTC](https://forum.kirupa.com/t/handle-super-big-bitmap-s/330114/1 "2012-12-02T20:06:27Z")

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Hello there!  
I’m creating a program that is loading tons of small pictures. (4000 pictures).  
I am adding pictures into a bitmap\*COLOR=#40e0d0[/COLOR]\* with bitmapData.draw().  
Everything works well until I \*Zoom \*the bitmap too much, when I \*zoom \*the bitmap grows.

When the bitmap is around 20000x20000 this error is displayed:  
[COLOR=#ff0000]_[Fault] exception, information=ArgumentError: Error #2015: Invalid BitmapData._  
[/COLOR]  
The problem about this is that 20000x20000 isn’t even nearby of what I’m going to need, so I thought of a solution to add several bitmaps with a maximum width & height of 20000 and yep, it worked… But!  
It’s barely possible to navigate around because of the number of bitmaps (…much lag)  
I usually draw them with bitmapData.draw([COLOR=#40e0d0]PictureBitmap[/COLOR], matrix), the matrix is the same size as the stage. (800x800)

So finally my question:  
How would you display these pictures?  
It’s about 100000x100000px together.

Thanks in advance,  
Tompa
