Animated Textures - The Low Down

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SuperGeek
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Animated Textures - The Low Down

Postby SuperGeek » Tue Sep 19, 2006 14:11

I have read several threads about a fabled 'animated texture' format of some sort that was to be implemented at some point. Then all of the threads just end without clarification. They are also all rather old.

So - Does CEGUI nativley support any kind of animation or animated texture? If so, how do you implement this? As I understand it, there is no support for animation in a TGA file.

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SuperGeek
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Postby SuperGeek » Thu Oct 05, 2006 23:09

Anyone even have a "I don't know" or "I was wondering this too" to offer? CE, you probably know the answer to this question. Could you just drop me a quick yes or no?

Pompei2
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Postby Pompei2 » Fri Oct 06, 2006 09:51

I was looking to make an animated cursor, don't remember if i asked it in the forum. But to answer your question: no there is no support of animated texture afaik. I did a little class that loads all pictures of the animation and swiches them at the right time. but yet I just tried it with little Animations.

franckypoune
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Postby franckypoune » Mon Oct 09, 2006 18:38

Like Pompei2, to make a "pseudo" animated picture, i create several imagesets representing the different phasis and with the time , i load the right picture from an imageset.

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lindquist
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Postby lindquist » Tue Oct 10, 2006 10:00

like said it's something you need to "hack" in manually.

I suggest creating a single imageset containing images for each frame of the animation and then set the image on appropriate times in your code.

if your looknfeel uses a ImageProperty it's very easy to switch image.

The native animation thing would basically work like this except probably be a little prettier.

HTH


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