Hello their just having a little tediously annoying problem that I just can't seem to figure out I've tried numerous things from using for loops on iterators and index values , iterating a index for the usual switch statement "switch(index)" then rendering the image per frame also tried rendering per delta time all leading to pretty poor results such as the frames would change but each frame index would have it's own unique time it took to change too the next frame was rather bizzare actually anyways the problem is "sorry for that long introduction" :
I'd like to render a HD image animated background in my video game using SFML and C++ .
The problem is that it won't change the index slow enough even when using delta time "sf::clock deltaclock = sf::asMilliseconds" , frameratelimiting and or verticlesync also won't move the clip rectangle for the texture correctly enough to give the illusion of an animated hd image...
Id show code but I think the problem doesn't require it at all unless for showing how to do the solution all I want is too be able to simply move a clip rect a certain amount on a 1 HD image per frame for a 3 frame HD spritesheet using SFML and C++.
What that means is I have 3 HD images of 1024 width and 720 height at different locations on a spritesheet and Id like to use a clip rectangle too move across this spritesheet fast and correctly enough to give the illusion that the 3 HD images as a whole 1 HD image are animated in game without any suttering , lagging or way to fast speeds.
one solution I had was too use a sprite sheet and split up the entire background into little tiles and render them all seperatly using a tilemap text file with numerical digits in it representing certain tiles,etc ... but that seems overkill.
Thank you in advance