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Fast frame rate slideshow

SirSticky Hornpipe
Registered User
Join date: 24 Jun 2005
Posts: 43
08-05-2006 07:08
Hi
I'm looking for a script that can display pictures at a fast frame rate, the slideshow scripts still seem jerky even set at the fastest slide setting.
I'm looking for a much smoother rate so it looks much more like an Animation..

Thanks in advance :)
Ginge Reymont
Registered User
Join date: 10 Oct 2005
Posts: 190
08-05-2006 07:49
Problem with this is because of the time it takes people to rez the texture you will never be able to get a fully smooth ticker unless you want people to constantly see a grey texture..
Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
08-05-2006 07:53
The short answer is that you can't, really.

There is an inherent delay in llSetTexture or 0.2 seconds. That means 5fps at best with one script. And while, technically, you could synchronise multiple scripts to do more, there is a REASON why the delay is there. A texture update forces a full prim update, which means all the data for it needs to be streamed to every client again, not just the texture, but everything.

The client will also then need to download the new texture for the player, and, given most texture download times, all you are going to see is a lag spike, and a rapid succession of grey images.

If your textures are small enough and few enough that they would load that fast, splice them together and make a normal animation. One texture (a big one) to download once, then it can play many times. Much better for everyone involved.

If your textures are too big for that, then I for one never want to live on a sim that has something like that running on it - the texture transfer b/w would be crippling. It would cause serious delays in anything anywhere rezzing because there was so much junk in the queue.

Sorry if I sound pissy and negative about this, but I think that it is a really bad idea.
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
08-05-2006 07:55
You can always make the slide show outside SL, film it with Fraps or something, then stream it into SL.
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SirSticky Hornpipe
Registered User
Join date: 24 Jun 2005
Posts: 43
08-05-2006 09:06
ah i see the probs with that idea now ....
and no Bitzer Balderdash you are not being pressy and negative , i am greatful for your input
thanks all for your help :)
Norman Desmoulins
Grand Poohba
Join date: 10 Nov 2005
Posts: 194
08-05-2006 10:06
Create a single texture that contains the images of your anim... say 4 frames across by 4 down (16 total), then do...

llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, 4, 4, 0, 0, 15.0);
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
08-31-2006 18:56
I have a question about your code example. I have a texture that is divided into 9 frames (3x3) and I used this code. It works great, but the problem I'm having is I want to stretch this texture vertically so that there's no white space (it's a horizontal photo, so has white space over and below the photo), but for some reason the prim keeps getting reset to show a Repeats Per Face as .333 for both horizontal and vertical.

How can I set this so that this animation script doesn't override my prim settings? This is what I'm using:

llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, 3, 3, 0, 0, 1.0);

Thanks!
E
Kayla Stonecutter
Scripting Oncalupen
Join date: 9 Sep 2005
Posts: 224
09-01-2006 00:02
From: Esch Snoats
How can I set this so that this animation script doesn't override my prim settings?
The problem is llSetTextureAnim() works by adjusting the Repeats and Offsets on the client side, so you can't do what you want with LSL. Only way to remove the white areas would be to edit the image itself and get rid of them so the pictures use the whole area.
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Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
09-01-2006 00:55
Doh, that bites, that means I would have to lose the horizontal nature of the photo. Ok, well thanks for clearing that up for me.

E
Norman Desmoulins
Grand Poohba
Join date: 10 Nov 2005
Posts: 194
09-01-2006 01:05
How about trying 4,3 instead of 3,3 :)
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
09-01-2006 02:28
I thought the 3,3 thing was for number of frames in the X and Y direction? If I put 4 there, wouldn't that cause one blank frame to show?

E
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
09-01-2006 07:30
No.

The frames numbers, the 3, 3 and 4, 4 in your examples are how many frames the original image is divided up into. 9 and 16. The lsl call will automatically resize the texture to .333 and .250 in each direction for these examples.

The next two numbers give you a start and end frame (well for linear anims anyway), 0, 0, means play the lot, 0, 8 would play all but the last frame in the 3, 3 example, and only the first half in the second. If you're making a 17 frame anim this lets you use 4 X 5 say, and not play the last three frames (not sure if 6 X 3 would be better in practise).
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Kayla Stonecutter
Scripting Oncalupen
Join date: 9 Sep 2005
Posts: 224
09-02-2006 14:56
From: Esch Snoats
Doh, that bites, that means I would have to lose the horizontal nature of the photo. Ok, well thanks for clearing that up for me.

E
Resize the prim so it's stretched horizontally? And if you need the white space you'll need to use another prim slightly behind the image, and larger vertically, to have the whitespace again.
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