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I did a test of ghost hourglasses while dragging an image in IE 5.5:
// Only the A gif does not have a ghost hourglass.
// A= gif added with setHTML, with the layer added the long way. // B=
gif added with setBgImage, with the layer added the short way. // C= gif
added with setHTML, with the layer added the long way. // D= gif added with
setBgImage, with the layer added the short way.
Glen
----- Original Message -----
Sent: Monday, January 29, 2001 6:43
AM
Subject: Re: [Dynapi-Help]
Images...
No, I am not being cynical, I really worship you guys, and what you can
make a web page do. I can only try to emulate some of it.
Glen
----- Original Message -----
Sent: Monday, January 29, 2001 6:22
AM
Subject: RE: [Dynapi-Help]
Images...
>
I so glad this is being discussed by the coding gods. Inquiring
minds want to know.
I'm hoping your
being synicall here ...
Anyway, there
might be problems on IE5.5 machines when you have empty-layers, I haven't
tested this, but I got thinking that there's a dummy-image placed into the
background if a layer is empty on ie5.5 (this to fix the bug with
events not triggering) This might also mean that if this layer is
moved/resized/whatever the hour-glass appears because it want to load
the dummy image.
Not sure if this
happens, because the image is actually
javascript:null so it should not try to load anything at
all.
The problem with
NS6 is a problem in the eventlistener.. I think Jordi fixed this problem for
IE, and seeing that most things work the same under IE5 and NS6 the same fix
should be possible for NS6 (problem is that the image receives the event,
and this screws up the layer's event handling because it can't recognise the
IMG's layer object parent)
Pascal Bestebroer ([EMAIL PROTECTED]) Software
ontwikkelaar Oberon Informatiesystemen b.v. http://www.oibv.com
Some feedback... I get the same ghost hourglass while dragging
images added with both setHTML AND setBgImage on my 200 meg
machine.
I have started using setBgImage because ns6 doesn't drag an image
added with setHTML, unless I put an empty layer handle on it.
Glen
----- Original Message -----
Sent: Monday, January 29, 2001 3:38
AM
Subject: Re: [Dynapi-Help]
Images...
Doug,
breath in, breath out...
It's very obvious that the pressures of
your sites pending deadline are leeching into your tone and tenor within
the group.
We all learn here, every day. It's
one of the profound benefits of being involved in this type of
collaboration.
To expect a literary manifest of total and
absolute wisdom in a field of endeavor as complex as this is asking a
tad much; even from the notables we have the privilege of working with
here.
The truth be told about setBgImage is that
the bug was with NS when using "events" and setBgImage together.
There is no bug in IE what Pascal is referring to is an "optimization"
and "efficiency" as related to a interactive game.
Now, that said.. where's my friggen "rock
at!
Ray
----- Original Message -----
Sent: Sunday, January 28, 2001
7:48 PM
Subject: Re: [Dynapi-Help]
Images...
> a) The fastest way for loading
images is caching them, so load them into > dynlayers at the
beginning of your game, so that the browser has the image > in
it's cache.. after that it will get it fast enough everytime. >
> Also note, that NEVER use setBgImage() to set the
images in the dynlayers,
THIS is why we need a more
full attempt to document the DynAPI.
I have at least 15 calls to
setBgImage().. noone told me IE had a weekness here...
> IE will reload the image everytime
the layer changes (size, position,etc..) > > b) > I
usually just use DynLayer with setHTML to insert the image.. this is
the > fastest object available (not sure how dynimage works, but
since it's an > extra object it might be slower then using
normal layers)
I do agree here.. I have
fond that in the widgets I've played with, and in the examples I seen
there has been way too much of the "better mousetrap" syndrome.. In
fact I almost exclusivly use DynLayers now..
except in the rare
occations where I need to 'pack' the hight or width of an object (read
Label())
> c) BMP is not possible.. My opinion when doing web-games
are that your > images must be as small as possible (as little
amount of colors needed, so > 16 if possible), and if possible
contain no transparency.. this way the > browser can handle it
faster.. Also make sure the image don't contain any > extra
white-space on the edges, this is just wasted time for the browser
to > render the space which is not there. GIF images use
RLEncoding, so white > space is still processed even though it's
not there.. and since browsers are > not doing a great job of
rendering, try to make everything as "easy" as > possible for
the browser.
again.. COMPRESS your graphics.. This CAN be
achieved without loss of image quality..
:-)
> Ofcourse backgrounds can be JPG with 16million colors
(as long as they don't > move) but again, areas of this
background will be re-renderd by the browser > when ever
something passes over them.. so use 256- color images when
ever > possible. > > > Pascal
Bestebroer > [EMAIL PROTECTED]> http://www.dynamic-core.net> > > -----Oorspronkelijk
bericht----- > > Van: [EMAIL PROTECTED]> >
[mailto:[EMAIL PROTECTED]]Namens GORTSILAS
ANDREAS > > Verzonden: zondag 28 januari 2001 11:44 >
> Aan: '[EMAIL PROTECTED]'> > Onderwerp: RE: [Dynapi-Help]
Images... > > > > > > a)========= >
> Imagine 32 pieces which each of them has an image... I am
looking > > for a way > > to load them, quickly and
efficiently... > > > > I use DynImage.getImage(src)
to get the image and then load the > > dynimage... >
> oImg =
DynImage.getImage(src) >
> var oDynImg = new
DynImage(); > >
oDynImg.setSize(25,25); >
> oDynImg.moveTo(iLeft,
iTop); > >
oDynImg.setImage(oImg); >
>
DynAPI.document.addChild(oDynImg); > > > > Is it the
correct way to do it? > > > > Here I want to read
the images from one container image... I don't want to > >
show it only... > > > > b)=========== >
> If you don't use DynImage what do you use? (for similar
tasks) > > > > c)=========== > > Gif, bmp,
jpg, .... or what ever... > > > > Andreas >
> > > > > > > -----Original
Message----- > > From: Pascal Bestebroer
[mailto:[EMAIL PROTECTED]] > > Sent: Sunday, January
28, 2001 12:26 PM > > To: [EMAIL PROTECTED]> > Subject: RE: [Dynapi-Help]
Images... > > > > > > > > >
> a) use a child layer containing the images in a main layer, clip
the main > > layer to the size of the image, and move the
child layer to the correct > > (negative) x,y position to
show the other images. (don't have > > code to show, >
> but this is the idea behind it) > > b) no clue (never
used dynimage) > > c) not sure what you mean, but I think
that resedrawing the image (using > > setHTML) and then set
the width and height values of the image to the same > >
width and height of the layer. > > > > cya >
> > > Pascal Bestebroer > > [EMAIL PROTECTED]> > http://www.dynamic-core.net> > > > > -----Oorspronkelijk
bericht----- > > > Van: [EMAIL PROTECTED]> > >
[mailto:[EMAIL PROTECTED]]Namens GORTSILAS
ANDREAS > > > Verzonden: zondag 28 januari 2001
10:01 > > > Aan: Dynapi-Help Mailing List (E-mail) >
> > Onderwerp: [Dynapi-Help] Images... > > > >
> > > > > With DynImage we can pre-load
images... > > > > > > a) Can we use an image
which contains more than one images in a > > row..
and > > > take the images one by one? > >
> > > > b) If I want to use an image without the
background what I must do in > > > DynImage
object? > > > > > > c) If I use the SetSize
feature, what is the appropriate format for the > > >
image, in order to look nice when changes size? > >
> > > > Thank you > > > > > >
Andreas Gortsilas > > > > > > > >
> _______________________________________________ > > >
Dynapi-Help mailing list > > > [EMAIL PROTECTED]> > > http://lists.sourceforge.net/lists/listinfo/dynapi-help> > > > > > > >
> _______________________________________________ > >
Dynapi-Help mailing list > > [EMAIL PROTECTED]> > http://lists.sourceforge.net/lists/listinfo/dynapi-help> > > > > >
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