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Re: Trails ...




On 29 Nov 2007, at 22:33, Jack Hayward wrote:

In the example of the ball, I might have a sprite generating the image of the ball, and LFOs modulating the X and Y coordinates so that it moves around on the screen.

Cool... shadebobs!

I had a thought that holding an image for an arbitrary number of frames would be pretty easy to implement as a JS patch but when I tried it it doesn't run as smoothly as I imagined it would. It's pretty simple, just a ring buffer holding __image types.

Is this a silly thing to try due to the sheer volume of memory needed to hold, say, 50 frames of images?


Ade.

Attachment: Shadebobs.qtz
Description: application/quartzcomposer


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References: 
 >OpenGL error on first rendering in -[QCOpenGLContext willPushRenderState:] (From: Raphael Sebbe@Google <email@hidden>)
 >Re: OpenGL error on first rendering in -[QCOpenGLContext willPushRenderState:] (From: Pierre-Olivier Latour <email@hidden>)
 >Re: OpenGL error on first rendering in -[QCOpenGLContext willPushRenderState:] (From: "Raphael Sebbe" <email@hidden>)
 >Re: OpenGL error on first rendering in -[QCOpenGLContext willPushRenderState:] (From: "Raphael Sebbe" <email@hidden>)
 >Re: OpenGL error on first rendering in -[QCOpenGLContext willPushRenderState:] (From: Pierre-Olivier Latour <email@hidden>)
 >Trails ... (From: Jack Hayward <email@hidden>)
 >Re: Trails ... (From: "Alexandre Van de Sande" <email@hidden>)
 >Re: Trails ... (From: Jack Hayward <email@hidden>)



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