Anita, just saw you commited a fix. Thanks! May I suggest a small improvement? You should calculate the time it took, in ms, to render canvas and deduce that ms value from the animationFrameLength ms value in your singleShot call:
QTimer.singleShot(self.animationFrameLength,self.playAnimation) Currently if you have a 1000ms frame length and canvas rendering takes 500ms, each frame will last 1500ms. Deducing the 500ms canvas rendering time from frame length will fix this. If rendering ms > frame length ms, that'd allow you to skip singleShot and render next frame immediately. Cheers and thanks again. Math On 6 Apr 2014 23:08, "Anita Graser" <anitagra...@gmx.at> wrote: > Hi, > > I need the painter from the renderComplete signal? Could you help me with > the correct syntax? > I have: > > self.iface.mapCanvas().renderComplete.connect(self. > waitAfterRenderComplete) > > and > > def waitAfterRenderComplete(self, painter): > > but waitAfterRenderComplete does not receive a painter. > > Thanks and best wishes, > Anita > > > -- > anitagraser.com > _______________________________________________ > Qgis-developer mailing list > Qgis-developer@lists.osgeo.org > http://lists.osgeo.org/mailman/listinfo/qgis-developer >
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