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Animated Textures - The Low Down

Posted: Tue Sep 19, 2006 14:11
by SuperGeek
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.

Posted: Thu Oct 05, 2006 23:09
by SuperGeek
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?

Posted: Fri Oct 06, 2006 09:51
by Pompei2
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.

Posted: Mon Oct 09, 2006 18:38
by franckypoune
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.

Posted: Tue Oct 10, 2006 10:00
by lindquist
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