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Jan 19, 2012 at 18:18 comment added Gustavo Maciel If its the same of your EDIT supplied. Than it's the same thing! But instead of going to the end of the texture, Maintain a file that keep the boundaries of your tiles, read this file and use these coordinates instead (:
Jan 19, 2012 at 17:41 comment added chamberlainpi @bummzack, I've added an image as a visual aid to my question. Hope that clarifies it up. So it's not seperate animation frames, but rather ONE tile that would be scrolling pixel-by-pixel in any given direction (horizontally, vertically, diagonally).
Jan 19, 2012 at 16:54 comment added bummzack @bigp If you're packing different animation frames in your sprite-sheet and want to display them as an animation, then yes, this answer should help you. Otherwise not so much... maybe you should clarify what you want to do in your question then.
Jan 19, 2012 at 16:51 comment added chamberlainpi True @bummzack, however I think this is a good step in the right direction.
Jan 19, 2012 at 16:50 comment added chamberlainpi Impressive! I'll go through it a few times to fully digest and be able to apply this in AGAL. Thanks a lot @Gtoknu!
Jan 19, 2012 at 16:45 comment added bummzack I'm quite sure that's not what the OP wanted. You're telling him how to show different animation-frames which are located at different UV coordinates. The way I understood the question is how to have a single frame within the sprite sheet and create the effect of animation by moving the same texture region over the quad. AFAIK this would only be possible with a shader that offsets/wraps the texels.
Jan 19, 2012 at 16:38 history answered Gustavo Maciel CC BY-SA 3.0