Hi folks

I have a problem which I've described before, but I believe I have tried all suggestions made by listers (like fiddling with the alwaysBuffer property, etc.) and I'm still foxed, so I'm just going to state the issue again in case anyone can help.

I have a stack which displays a card on which there are a number of static graphic objects, and at the top layer there are also some image objects. The user can move these around the screen with the mouse. The script in each image for the moving is just

on mouseDown
grab me
end mouseDown

When these images arrive at certain places on the screen, other scripts come into play, but during the movement, it's just grabbing.

Now, this works fine on my Macs, with a reasonably smooth traversal and the image keeping up with the physical mouse movement, but on the PC versions the image gets stuck when crossing a certain area of the screen, and can take tens of seconds to catch up with the mouse. I have tried to work out what is unique about this screen area, and it seems that 'below' the image at this point is a coloured (filled) rectangle, and below that a player object with a (stopped) QT movie in it. The strange thing is that I have tried to reduce this problem to its essentials by just recreating a single image traversing a rectangle with a player object under it, and there doesn't seem to be a problem. There must be some other factor coming into play (perhaps the total number of objects in the window?) but I can't think of a way of attacking it, since AFAIKS it's not a scripting issue.

Any ideas would be gratefully received.

As a perhaps relevant aside, what do people think is now the minimum sensible hardware and software combination on a PC to run the Revo 1.1. engine? I know my PCs are way out of date, but as a Mac person I don't know what to suggest to my users as a minimum setup.

Graham
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Graham Samuel / The Living Fossil Co. / UK & France
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