zl> In sprite_instance::goto_frame()
zl> resetDisplayList() clears all static characters placed from frame1 to
zl> current frame when jump back. Instead of doing that, I think we should
zl> just clear static characters placed from target frame to current
zl> frame. This might solve some problems above.
No, this would still re-create the sprite placed in frame 3 when we
loop back to frame 4.
When executing tag PlaceObject, if the depth is already occupied, no
new instance will be created in current implementation. see flag
"replace_if_depth_is_occupied" in
sprite_instance::add_display_object(), sprite_instance.cpp. I'm trying
this way now.
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