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.

Attachment: 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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