You can’t load a single animated texture like this.
What you do is load each frame as a separate texture, then animate it as time passes.
For example, if your .gif had 10 frames, you would load create 10 separate textures and load each frame into each texture. Then, if you wished to animate them at 10 fps, you check the amount of time that has passed. If 0 to 0.1 seconds has passed you display frame 0, if 0.1 to 0.2 seconds has passed you display frame 1, and so on.
[QUOTE=mhagain;1282567]You can’t load a single animated texture like this.
What you do is load each frame as a separate texture, then animate it as time passes.
For example, if your .gif had 10 frames, you would load create 10 separate textures and load each frame into each texture. Then, if you wished to animate them at 10 fps, you check the amount of time that has passed. If 0 to 0.1 seconds has passed you display frame 0, if 0.1 to 0.2 seconds has passed you display frame 1, and so on.[/QUOTE]
I already have all the frames sepeate and loaded as .png my issue is getting it to switch the frame.
If you are capable of rendering with one texture, you ought to be able to render with a different texture the next frame. So what exactly is your problem: how to tell when to change frames, how to structure your code, or do you just want us to write it for you?
Ok, this is no longer the fun project I thought it was gonna be. Will someone please show me the code and tell me what each part does so I can learn from that?