I have a Flash / Actionscript 3 based desktop app wrapped in an *.exe using Zinc 4.0. I am using Flash Pro CS5.
I need to start saving very large image files locally. I have messed around with JPG Encoding these images before saving them to a local file via Zinc. I solved the actionscirpt timeout issue using This "asyncronous like" method. Encoding a 1.5 MP image takes about 5 seconds which is alright, but encoding an 8 MP image file takes about 40 seconds, which is not acceptable.
One idea I had is to save the BitmapData locally to a temporary Bitmap file (*.bmp), without having the end user to wait for JPG Encoding in Flash, and then use my already existing image processor (written in C#) to read the bitmap file and encode it without waiting on Flash to do it, effectively offloading the task away from the user.
I have used BitmapData.getPixels() to try and write the byte array directly to the file, using the same Zinc method as I do successfully with encoded JPGs, but the *.bmp file is unreadable. Are there some file headers that would need to be included in addition to the BitmapData getPixel()'s byte array to successfully save a bitmap image? If so how could I successfully add them to the byte array before writing to file?
Any guidance, clarification or other solutions much appreciated.