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  GIFs, and JOGL  (Read 1688 times)
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Offline overgamer

Junior Newbie





« Posted 2010-11-01 19:40:54 »

Hi guys, I've been recently messing with JOGL, and TextureIO for trying to make a game. I'm still at the very beginning of it, trying different things, but I still don't know if it is possible to handle animated GIF for making sprites moves/walking/firing/attacking/whatever, or do we need to have all part of animation in different jpg files or else, and switch em manually every X frame?
Offline Mickelukas

JGO Ninja


Medals: 39
Projects: 2


Java guru wanabee


« Reply #1 - Posted 2010-11-01 23:42:27 »

A quick google gave me this answer:
Quote
No matter if you're putting OpenGL or Direct3D to work you will have to go through the nasty stuff yourself, i.e. unpack the image data of the animated gif, load each frame, create a texture and use it to play the animation. Neither API is able to play animated gif's.

...which is also what I'd expect as I've never seen anything like that before Smiley There might be some kind of library for it but I wouldn't know about one, sorry.

Mike

Offline overgamer

Junior Newbie





« Reply #2 - Posted 2010-11-02 00:13:43 »

thanks for your anwser. I'll see if I can find a lib that can deal with that. Or I'll just work on loads of pictures somehow.
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Offline CaptainJester

JGO Knight


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Make it work; make it better.


« Reply #3 - Posted 2010-11-02 00:49:16 »

Slick 2D

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