Hello,
I'm having trouble getting SVG animation to work correctly. It seems as though
non-animated svg is working correctly, but when attempting an animation test
page it is a blank screen that sometimes flashes. It looks like the timers, the
svg attribute updating, and repaint flow are all working correctly.
We are using the WinCE port, in the virtual pc we are able to view svg
animation alright, but on the hardware we don't.
Has anyone run into something like this before? Is there some sort of minimum
frame rate that svg animations require to work correctly?
When updating the svg attribute we see:
void SMILTimeContainer::timerFired(Timer<SMILTimeContainer>*) // timer call
back
|
void SMILTimeContainer::updateAnimations(SMILTime elapsed)
|
void SVGAnimateElement::applyResultsToTarget()
|
void SVGAnimationElement::setTargetAttributeAnimatedValue(const
String& value)
|
void Element::setAttribute(const AtomicString& name, const
AtomicString& value, ExceptionCode& ec)
|
void SVGElement::attributeChanged(Attribute* attr, bool preserveDecls)
// the svg element attribute changed event
|
void SVGRectElement::svgAttributeChanged(const QualifiedName& attrName)
// svg rect element for instance
|
void RenderPath::setNeedsPathUpdate() and void
RenderPath::setNeedsLayout(true);
so when layout timer started, RenderPath::layout would be called.
When repainting we see our normal windows flow of:
WebCore::ChromeClient::invalidateContentAndWindow
...
|
...
WebView::repaint
VictoriaWebUIDelegate::webViewDidInvalidateRect
CoreService::postEvent(EV_Paint...)
...
|
...
WebView::paint
openVgPaint
FrameView::paint
...
|
...
RenderPath::paint
Any help would be much appreciated!
Thanks,
Patrick East
[email protected]
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