From: Joe Van Dyk Date: 2005-07-13T17:03:35+09:00 Subject: Re: Updating GUIs On 7/13/05, Hidetoshi NAGAI wrote: > From: Joe Van Dyk > Subject: Re: Updating GUIs > Date: Wed, 13 Jul 2005 16:23:58 +0900 > Message-ID: > > > How many steps do you need for rotation? > > > If that is integer order, you should create and hide all polygons > > > for all rotate steps at the beginning, and show (move) the one for > > > current degree on each update phase. > > > > I'm not sure what you mean by "integer order". In fact, that whole > > paragraph confused me. :-) > > I'm very sorry. > If you need 5 degree step of rotation, you need only 72 polygons > for each player. So, instead of calculating, create 72 polygons at > first. And select one of them to show the player, and hide other > 71 polygons. If the direction of the player is changed, select > another one from hidden 71 polygons and hide current polygon. Oh! That's a great idea. I understand now. The cost of that is that I need 72 times more memory for the TkcPolygons, right? Which probably isn't too significant. > > > How can I use TclTklp._eval? > > TclTkIp._eval("... Tcl/Tk script ...") Oh, I see. Thanks.