Im also concerned about that!

A while ago I tried to create a clock-like animation simply by using rotate 
behavior.
I wanted an actor that rotates 360 degrees for one minute.   
So I created a BehaviourRotate form 0 to 360 and a timeline_for_duration 
60000msec
And yes, this rotated the actor for one minute 360 deg, but with terrible jumps 
in the rotation.
If I change the fps or n_frames the anim becomes smoother but it no longer 
takes a minute to rotate 360 (it takes less of course)

Anyway I solved my problem by manually handling new_frame event and adjusting 
the deg to rotate per frame based on the fps, ignoring both duration and 
n_frames(I loop the timeline anyway)

I general I agree the timeline is limited the way it is right now. 
Real timeline_for_duration, that adds or drops frames to keep the time 
constant, looks a good candidate for feature-request/enhancement-bug ... 
MihailNaydenov





----- Original Message ----
From: Gordon Allott <[EMAIL PROTECTED]>
To: [email protected]
Sent: Friday, October 31, 2008 11:53:18 PM
Subject: [clutter] fps agnostic timeline

Hello,
I am rather new to clutter and am slightly worried about the clutter
timeline/effect/behaviour setup, it seems to depend on a loop of a
static number of frames (say 0 to 60) with the progress through the
timeline depending on how many frames have been shown.

This worries me a bit as I am designing a user interface based
application that might be used by people without hardware acceleration,
thus if I created a timeline with four seconds worth of frames but their
software opengl renderer (mesa I would guess) can only produce half the
framerate needed, everything would go twice as slow?

In essence it seems like the best setup would be to be able to say that
a timeline should run for x seconds and the framerate be dynamically
adjusted to the users needs. Instead of relying on how many frames have
been rendered to dictate how far though the timeline we are, we rely on
how much physical time has passed.

Of course I may just be completely misunderstanding the entire topic :)

(I am aware of clutter_timeline_set_duration and the like but they still
depend on a fps it seems)

-- 
Gord Allott ([EMAIL PROTECTED])


      
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