You can accumulate a value using _javascript_ to drive your animation. In this way it will be frame rate dependent.
var val = 0; function (__number outputNumber) main (__number inputTime, __number inputAmount) { var result = new Object(); val += inputAmount; result.outputNumber = val; return result; }
Here's an example which moves a Sprite one pixel per frame. |
Frame Rate Dependent Animation.qtz
Description: application/quartzcomposer
.xX
On Mar 10, 2008, at 10:00 AM, Freyr Vidar wrote: Hi,
2008/3/7, lists @ tobyz <[EMAIL PROTECTED]>: stuttering - there is no quality assurance architected into qc to ensure a constant frame-rate. it attempts to render the next frame as quickly as possible, and its basically a race against time to complete that before the next refresh of your screen comes around requiring it. I looked at the framerate and it appears to be pretty constant at 60fps.
I thought it was like, say, video games, where the framerate just had to hover around 30+ fps to be (somewhat) fluid.
this is a subject close to my heart, and forms a key part of something i'll be working on as my next project*. Will you make this available on the net?
text scrollers - writing your own text scroller from scratch is a good learning exercise, i'd recommend it. if you need to change the scrolling text while something is scrolling, that is definitely more of a challenge, if you download vidvox's vdmx application, last time i checked they had a text scroller bundled with it that would bear investigation on that front. Thanks. That looks like an interesting project.
Regards, Søren
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