Hi,

> A simpler (cleaner) way that might work for you is to derive a class from
> Alpha. Override the value() method and watch for the values that your Alpha
> is returning. The time/value will tell you when a cycle of the Interpolator
> is complete, then it is time to activate your "end of animation" code.

Yes, that's theoretically the right way of doing this. Unfortunately, the
rendering lags behind the alpha (this is particularly obvious on slower
machine and/or when using large geometry); so what ends up happening is
the alpha finishes, the "end of animation" code gets executed (so the
component pops up on the screen), but the animation is not finished
displaying on the screen -- sometimes it hasn't even started.

So the problem I'm having is that either PostSwap() is not synchronized
with what is going on on the screen, or that the Renderer gets called more
often than the Interpolator.processStimulus() gets called (which I thought
was impossible, since the latter supposed to get called everytime the
rendering routine traverses the scene graph).

Thanks for your suggestion.

Jimmy

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