Is there a way to let the player save a high-resolution image of the game, while still maintaining all effects? For example, I have glow filters set to 2px. When I use the regular drawBitmap, everything is pixellated and the filters don't look great. So I've started enlarging the movieclip to double the size, then creating a bitmap that's twice the size and saving that. But the problem is that the filter effects get scaled down. For example, if the image went from 400 to 800 px tall, the 2px filter effect now looks half the size and warps everything.
I know this must be possible because, for example, using a fullscreen function does this already... it enlarges everything to a beautiful high resolution, while maintaining all effects relative to each other. How can I capture this effect in an image-saving capacity? (currently using jpegencoder)
Sounds like you have some aliasing so you'll need a re-sampling (blend) function to fix those jagged edges.
A good one is : Lanczos Resampler by Jozef Chúťka.
The important part from that demo code is the
LanczosBitmapDataResizer
class code about halfway scrolling down the page.and it's accessed by updating a
BitmapData