[EMAIL PROTECTED] wrote:
sez [EMAIL PROTECTED]:
I've noticed that animated GIFs only animate while the engine is idle --
anyone know a trick to get them to continue animating while the engine
is busy with a script?
I'd like to use an anim GIF as part of a progress dialog, but I imagine
the engine could do a more efficient job than my scripts of changing
frames if there was a built-in capability of doing so without having to
explicitely tell it each time.
Stupid question: Is there any reason that something in this neighborhood
would be unsuitable to your purpose?
on AnimGif FrameNum
if FrameNum = "" then put 1 into FrameNum
set the frame of img "Fred" to FrameNum
put 1 + (FrameNum mod (the number of frames in img "Fred")) into FrameNum
send ("AnimGif" && FrameNum) to me in 100 milliseconds
end AnimGif
When used in a repeat loop, the "send" will never be received until
after the loop is done. I can call it inside the loop, but it's just
overhead compared to the greater efficiency of Trevor's request to have
it in the engine.
When used outside of a repeat loop it'll work okay, but if we have 50 or
100 such GIFs (think games) it'll bog down relative to what the engine
could do for us.
--
Richard Gaskin
Fourth World Media Corporation
__________________________________________________
Rev tools and more: http://www.fourthworld.com/rev
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