On Wednesday 16 May 2007, Webmaster wrote: > The only thing I can think of is to load the animated gif as a > series of images, then load and unload the images in succession to > the object. > > Sounds slow to me... Why? It's the only way to do it, basically - but the devil is in the details. :-) For maximum performance in this particular case, how about uploading all frames as textures at loading time and then animate by just selecting textures based on current time? Dead simple, and I don't think it gets much faster than that, as long as you're not running out of texture memory. //David Olofson - Programmer, Composer, Open Source Advocate .------- http://olofson.net - Games, SDL examples -------. | http://zeespace.net - 2.5D rendering engine | | http://audiality.org - Music/audio engine | | http://eel.olofson.net - Real time scripting | '-- http://www.reologica.se - Rheology instrumentation --' --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html