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Glitch with llSetTextureAnim()

Grim Lupis
Dark Wolf
Join date: 11 Jul 2003
Posts: 762
07-28-2003 20:25
I have some textures that are designed for frame animation, but for the sake of saving L$, system resources, and download counts, I combined multiple animations in a single texture file.

For instance, I have one animation that is 4 frames wide, 2 high. Actually, there are two animations, one is five frames and the other three.

When I call llSetTextureAnim(ANIM_ON | LOOP, 1, 4, 2, 0, 5, 5) everything seems to be fine, except that occasionally, once every few seconds, the animation will flicker, and one of two things will happen:

1) The entire image will display for a split second, unscaled, instead of any single frame

2) A frame that is not in the set that should be displayed (i.e. a frame from the other animation) will show up, again for only a split second.

It's not catastrophic, but it's certainly annoying. :-/
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Grim

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Grim Lupis
Dark Wolf
Join date: 11 Jul 2003
Posts: 762
07-30-2003 11:07
*bump*

I think this thread has gotten lost in the recent chaos, and I need to know if this can be fixed, or is a bug.
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Grim

"God only made a few perfect heads, the rest of them he put hair on." -- Unknown
Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
07-30-2003 11:16
Not lost, I was meaning to verify this but I forgot/didnt have time :p I will test tonight
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Madox Kobayashi

Grim Lupis
Dark Wolf
Join date: 11 Jul 2003
Posts: 762
07-30-2003 11:39
From: someone
Originally posted by Madox Kobayashi
Not lost, I was meaning to verify this but I forgot/didnt have time :p I will test tonight


Try to catch me online, I'll show you the textures I'm using and set up a demo.

I should note that I tried to demo this for someone yesterday, but it never glitched. :-/ Apparently it has something to do with haveing multiple animated textures in close proximity. (I had 9 in the room)
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Grim

"God only made a few perfect heads, the rest of them he put hair on." -- Unknown
Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
07-30-2003 11:57
I have seen this too, with a single animation in the texture, that uses the whole texture.
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Grim Lupis
Dark Wolf
Join date: 11 Jul 2003
Posts: 762
07-30-2003 12:09
It seems to me, from a programming standpoint, that there are several steps involved in the animation process:

1) the texture is reset to it's defaults (full texture displayed)
2) the texture is scaled to a single frame
3) the texture is positioned so the the proper frame displays

I believe that the problem appears when the texure update is streamed to the client in the middle of this process, instead of at the end of the process.

Or, each step is streamed to the client, where the transformations actually take place, and the client doesn't take the "process" into account, but merely displays the texture with whatever settings are current whenever the timer fires.

Personally, I'd rather have the timing be off by 10 milliseconds than have a completely erroneous texture displayed for any amount of time.
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Grim

"God only made a few perfect heads, the rest of them he put hair on." -- Unknown
Jack Fate
Junior Member
Join date: 7 Dec 2003
Posts: 11
12-26-2003 10:01
This is an old thread, but I'm seeing a similar problem now. The code looks like this:

llSetTextureAnim(ANIM_ON,face,32,8,yoff*32+xoff,1,10);

It should set the texture to a given frame, and sometimes it does, but sometimes it stays on the first frame, and it frequently flickers to the whole texture before choosing a frame.

Is this a solved problem? Anyone found workarounds, or am I doing something wrong?