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Re: Trails ...



You'll have better results with the queue patch.
Also note that the delay is framerate dependent, whereas the motion of the circle is not.
.xX


On Nov 30, 2007, at 3:30 PM, Adrian Ward wrote:


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.

<Shadebobs.qtz>
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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>)
 >Re: Trails ... (From: Adrian Ward <email@hidden>)



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