I’m building out an engine where the developer will commonly be externally loading large bitmaps. I understand that Flash has bitmap size restrictions, and I provide the developers a way around this. However, I am trying to find a way to throw them an error when they attempt to load a bitmap that is too large.
Flash does not seem to throw an error when it loads an oversized bitmap. The ProgressEvent.PROGRESS handler just counts all the way up to 100%, but the COMPLETE event never fires and the image never appears. It just silently fails. Does anyone know how to capture an event when a bitmap fails to load/display because it’s too large?