[COLOR=#333333][FONT=adobe-clean]In my application, i am using a graphical counter for score. It has several effects that would be too hard to render real-time, so i have my whole animation converted to 2525x45px picture. In my application, i am cutting this image to 100 bitmapDatas(10 for each digit) and in the runtime i am switching bitmapDatas(already stored in an array, i am not creating anything new during runtime) in my Bitmap object, so it creates an animation. I am doing this with AIR 3.1 on BB Playbook, with GPU rendering ON(no Stage3D !).[/FONT][/COLOR]
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[COLOR=#333333][FONT=adobe-clean]The problem is : at the first run, digits(frames of the animations) are being displayed very slowly and it slows the whole app, the lag starts at aproximetly 30th frame. But once every frame of the animations has been displayed and the animatin loops, everything goes fine.[/FONT][/COLOR]
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[COLOR=#333333][FONT=adobe-clean]My solution: i tried to use getPixel() on every BitmapData, to force FlashPlayer to load them into memory and dont slow it later, but it didnt work.[/FONT][/COLOR]
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[COLOR=#333333][FONT=adobe-clean]**What i thing might work: **somehow force FP to load all the BitmapDatas to GPU memory(bitmaps should be displayed with GPU) without actually displaying them(i dont want to show something i dont want to be shown.)[/FONT][/COLOR]
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[COLOR=#333333][FONT=adobe-clean]Thanks for any suggestions[/FONT][/COLOR]