A simple solution would be to put a big black (white?)
box in the highest sprite channel all the way through
your movie that covers the stage entirely, or, even better,
a loading image that covers the stage.  When you are done
rendering you can move it off the stage, or alter its
member or whatever.

Steven

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On
> Behalf Of [EMAIL PROTECTED]
> Sent: Wednesday, October 25, 2000 3:10 PM
> To: [EMAIL PROTECTED]
> Subject: <lingo-l> forcing Updatestage ALL AT ONCE?
>
>
> I created a first-person engine in Director that isn't 3D...it
> allows you to
> move around in a choppy environment much like old RPG games (Might and
> Magic). It has to render 10 rooms at a time, and uses about 15 different
> handlers to render each room (through 10 different scripts). The
> problem is
> that it's updating the stage as the screens are being rendered. The
> renderings have resizing, member, and visible changing, so there's a lot
> going on. It looks real sloppy since it's not updating the next
> screen all at
> once. Each handler calls to another handler. It's like one big
> chain reaction.
>
> I'm not sure how exactly it's updating. Is it doing it because
> it's entering
> the next frame? If so, can I somehow pause on the movie's frame until I'm
> done rendering the screen?
>
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>


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