![]() All those preparation work only need to be done when the player state changes, which is much less frequent the update of playback progress. With that, we can put more optimizations in place, such as generating animation sequence timelines ahead. Where t_0 is a function to get the current time in the internal clock.Īpart from that, since we now maintain a copy of the player state, we can simply assume that the player will continue the playback in the indicated speed as long as the state doesn’t change.
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