Thank you, gimmick2509!

I think the problem I have with that approach is timing.  So I have a 
schedule that runs every second.  After 10 seconds (or whatever the user 
wishes), that's when I load the next image.  This allows me to show a 
countdown timer in the corner of the screen with the number of seconds 
remaining before the next image is shown.

My newbie thinking is I would need to set up another "temporary" 
schedule/clock interval of say like point one ( .1) seconds which would 
reduce the opacity.  However, I found that approach to rather choppy 
depending on the size of the next image and reading it from disk.  I also 
feel like have 2 more temporary schedules is not clean (1 to fade out, then 
1 to fade in)  Is this possible to do through some sprite animation?

Also, how can I load the second image during the 'countdown' time without 
delaying said countdown?  I've found that if I do a heavy load task, all 
pyglet processing stops until that task finishes.  In real terms it seems 
like if i'm counting down from 10-9-8 and i do a load that takes 2 seconds, 
the countdown pauses at 8 for 2 seconds and resumes at .  It'd be nice if I 
could load the image into a sprite in the "background" without affecting 
the countdown.

I'm sure there is a clean/elegant way to do it, I'm just too new at this to 
know what it is.

On Sunday, November 24, 2019 at 5:09:58 PM UTC-5, gimmick2509 . wrote:
>
> Hello and welcome to the pyglet community! You can create the second 
> Sprite while the image is shown for 10 seconds or so and load the next 
> image here. Use fade-out effect for the first Sprite, delete it when 
> opacity reaches 0 and then activate fade-in effect for the remaining 
> Sprite. Hope it helps!
>
> On Sun, Nov 24, 2019, 20:34 Rick Bonafied <rbon...@gmail.com <javascript:>> 
> wrote:
>
>> Hi,
>>
>> This is not only my first pyglet attempt but also my first python 
>> program.  And yes, my first project is a slideshow.  I have a raspberry pi 
>> that will drive an older monitor that will display family photos.  I'm 
>> mostly done and really happy with how it behaves.   There are no transition 
>> affects between images.  Unfortunately, I don't really understand GL or 
>> texture use or blending or any of that.  I'm hoping someone can provide me 
>> a snippet of code that will do the trick.
>>
>> Basically I created a subclass of Window called ImageWindow.  I load the 
>> image into a single sprite and after every 10 scheduled seconds or so, the 
>> new image is loaded into that same sprite and displayed.  This works great 
>> when progressing through images without any transition affect.  I've tried 
>> to schedule a "fade out" method that would fire off before the next image.  
>> The "fade out" method just reduced the sprite opacity by a small increment 
>> until it got to zero.  Then the schedule was removed.  This did some of 
>> what I want but I don't think it was very efficient or very reliable.  And 
>> then the fade-in of the next image had me stumped.  I tried to do the 
>> reverse of the fade-out but combining that with the time it took to load 
>> the next image from a network share made the fade-out last too long before 
>> the fade in.
>>
>> Is there a cleaner/proper way to do this?
>>
>> Thank you!
>> R
>>
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