Hello Sandro, Monday, October 29, 2007, 10:23:16 PM, you wrote: SS> * server/character.h (setMask): set character as invalidated SS> when it's mask change. Needs more care: when the mask itself SS> changes, we should find a way to invalidate the maskee as well, SS> but we currently have no refefence from the mask to the maskee.
I haven't checked your changes yet (just reading ChangeLog) but invalidating the maskee itself should not be necessary. The invalidation stuff is only about finding the stage *area* that has to be re-rendered. The mask and the maskee by nature are on "top of each other". So, when invalidating the mask you implicitely force also re-rendering of the maskee. It's like when a sprite instance A, which has a child (instance B) toggles it's visibility state: this doesn't affect (invalidate) instance B but will trigger rendering of it anyway. As always, it's important to call set_invalidated() *before* the mask changes (or becomes a mask). The attached file is not related to setMask() but still shows a changing mask with a fixed maskee. Only the mask area gets invalidated. Udo
mask-hide3b.swf
Description: application/shockwave-flash
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