# Tiling dynamically loaded bitmaps

**URL:** <https://forum.kirupa.com/t/tiling-dynamically-loaded-bitmaps/271985>\
**Category:** flash\
**Created:** [October 1, 2008, 3:25am UTC](https://forum.kirupa.com/t/tiling-dynamically-loaded-bitmaps/271985 "2008-10-01T03:25:43Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Psykloak1](https://avatars.discourse-cdn.com/v4/letter/p/7ab992/32.png) [@Psykloak1](https://forum.kirupa.com/u/Psykloak1)\
**Post date:** [October 1, 2008, 3:25am UTC](https://forum.kirupa.com/t/tiling-dynamically-loaded-bitmaps/271985/1 "2008-10-01T03:25:43Z")

</div>

I read the tutorial on how to tile bitmaps in Flash 8 ([http://www.kirupa.com/developer/flash8/tiledbackground\_flash8.htm](http://www.kirupa.com/developer/flash8/tiledbackground_flash8.htm)) and its perfect. I actually had to tile an external bitmap, and that tutorial pared with [http://www.adobe.com/devnet/flash/articles/image\_api\_05.html](http://www.adobe.com/devnet/flash/articles/image_api_05.html) did the trick (I’ll add the code at the end for anyone else with this problem).

My question is this. Will a tiled graphic like this cause any extra slow down when playing (and animated)? I was originally going to make a grid of empty movie clips and fill them each with one copy of the bitmap, which I thought definitely would cause some level of slowdown.

```auto
import flash.display.BitmapData
this.createEmptyMovieClip("holder_mc",this.getNextHighestDepth());
loader = new MovieClipLoader()
loader.addListener(this)
loader.loadClip("image.png",holder_mc)

function onLoadInit(){
    myBitmap = new BitmapData(holder_mc._width, holder_mc._height);
    myBitmap.draw(holder_mc);
	
	this.beginBitmapFill(myBitmap);
	this.lineTo(Stage.width, 0);//change these lines to change the size of the fill
	this.lineTo(Stage.width, Stage.height);
	this.lineTo(0, Stage.height);
	this.lineTo(0, 0);
	this.endFill();
    holder_mc.removeMovieClip()
}

```
