I wrote:

> If you want to have 'moving' with the current state of things,
> the simplest way would probably be to add
> (obj->cur.geometry.x,y - obj->prev.geometry.x,y) as offsets in the
> render function, and to set
> obj->prev.geometry.x,y = obj->cur.geometry.x,y at the end of the
> 'point_add' api function.

        Actually, this last could have some issues with generating
correct updates. A better one (given things as they are) would be:

        In the render func, have int dx, dy variables. Then, before
the "for (l = o->points; l; l = l->next)" line, add:

   dx = dy = 0;
   if (o->changed)
     {
        dx = (obj->cur.geometry.x - obj->prev.geometry.x);
        dy = (obj->cur.geometry.y - obj->prev.geometry.y);
     }

Then, add the dx, dy as offsets to engine 'point_add' func in the
for loop.

        That might do it, as far as poly obj moving goes..
It still leaves the resizing issue undealt with though.

   jose.



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