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| NNTP-Posting-Date | Tue, 11 Sep 2012 09:06:06 -0500 |
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| Date | Tue, 11 Sep 2012 09:06:04 -0500 |
| Subject | Good way to construct animation player? |
| From | Bint <bint@ign.com> |
| Newsgroups | comp.lang.javascript |
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| Thread-Topic | Good way to construct animation player? |
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Hello, I have an animation gallery online -- the animations are represented as folders of sequentially numbered image frames (PNG files). I want to make a player for these, where the user can click on a thumbnail and it will play the frames in a loop. I've tried this in the past and given up -- I ran into memory issues after loading a certain number of frames. It seemed that once I hit about 5MB of frames total processed, it stopped working. I didn't figure out how to free the images that I was no longer using. Back then, I think I was just loading the images using html image tags, replacing the source value maybe? It has been a couple of years and I have lost that old code. Now, I was wondering if there might be a better, maybe more memory efficient way by using the canvas tag? I still am not sure how to get the image files themselves from the server to the client-side javascript. Anyone have any suggestions? Thanks! B
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Good way to construct animation player? Bint <bint@ign.com> - 2012-09-11 09:06 -0500
Re: Good way to construct animation player? Martin Leese <please@see.Web.for.e-mail.INVALID> - 2012-09-11 08:38 -0600
Re: Good way to construct animation player? Bint <bint@ign.com> - 2012-09-11 10:41 -0500
Re: Good way to construct animation player? SAM <stephanemoriaux.NoAdmin@wanadoo.fr.invalid> - 2012-09-12 03:38 +0200
Re: Good way to construct animation player? Bint <bint@ign.com> - 2012-09-11 20:48 -0500
Re: Good way to construct animation player? SAM <stephanemoriaux.NoAdmin@wanadoo.fr.invalid> - 2012-09-12 12:26 +0200
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