- From: Shane Stephens <shans@google.com>
- Date: Wed, 19 Nov 2014 00:23:13 +0000
- To: Jonathan Moore <moore@eds.org>
- Cc: "public-fx@w3.org" <public-fx@w3.org>
Received on Wednesday, 19 November 2014 00:23:43 UTC
This .. also seems like a bug. currentTime doesn't progress between frames. We'll look into it. Cheers, -Shane On Wed Nov 19 2014 at 11:13:54 AM Jonathan Moore <moore@eds.org> wrote: > On Tue, Nov 18, 2014 at 3:59 PM, Shane Stephens <shans@google.com> wrote: > >> >> In contrast, when the currentTime is set, this immediately resolves the >> animation state to a known correct set of values. Hence no promise is >> needed to delay resolution. >> > > One thing that I thought was a little strange related to this in the last > file I sent is that if during an animation you do: > > var bounds1 = box.getBoundingClientRect( ) ; > var now = player.currentTime ; > player.currentTime = 100000000 ; > player.currentTime = now ; > var bounds2 = box.getBoundingClientRect( ) ; > > The values of bounds2 will not be the same as bounds1. I assume that that > is because player.currentTime progresses even between frames. I wonder if > it should only be update each time a frame is drawn? I see that would be > complicated to get right but it would be less surprising. > > -Jonathan > >
Received on Wednesday, 19 November 2014 00:23:43 UTC