This .. also seems like a bug. currentTime doesn't progress between frames.
We'll look into it.
Cheers,
-Shane
On Wed Nov 19 2014 at 11:13:54 AM Jonathan Moore <[email protected]> wrote:
> On Tue, Nov 18, 2014 at 3:59 PM, Shane Stephens <[email protected]> wrote:
>
>>
>> In contrast, when the currentTime is set, this immediately resolves the
>> animation state to a known correct set of values. Hence no promise is
>> needed to delay resolution.
>>
>
> One thing that I thought was a little strange related to this in the last
> file I sent is that if during an animation you do:
>
> var bounds1 = box.getBoundingClientRect( ) ;
> var now = player.currentTime ;
> player.currentTime = 100000000 ;
> player.currentTime = now ;
> var bounds2 = box.getBoundingClientRect( ) ;
>
> The values of bounds2 will not be the same as bounds1. I assume that that
> is because player.currentTime progresses even between frames. I wonder if
> it should only be update each time a frame is drawn? I see that would be
> complicated to get right but it would be less surprising.
>
> -Jonathan
>
>