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cannot handle transparency correctly #1
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While I could extend the demo to render transparency correctly, the demo is merely there to give you a starting point when building your own renderer. This project is about making it easy for you to extract and parse the internal gif information, not be a go to renderer. This is because everyone has different rendering requirements. |
Good evening, I'm trying to integrate this project into one of my own to get the Frames of a gif specifically. I can't use XMLHttpReader so instead I used a Canvas and embedded the gif to get the base64Image encoding. The issue is that when I try to initialize a Gif object I don't get the Frames arrays and even haven't been able to run the demo locally: When I click Load into any image the container stays white. Also, how can I change those require strings because I need to be able to change the location of the js files and in some cases I would need absolute location. Thanks. |
@rojozabe please do not hijack Github issues unrelated to your issue. Test it by putting it in front of your image URL and try again. |
This is what worked for me when rendering frames without overlapping:
This makes sense because the term disposal implies what to do with output of the frame before rendering the next frame. And when it's the first frame, there is no previous frame so clearing is implicit even if looped back to the first frame. |
@jeetiss added a disposal check to a recent pr mentioned, so hopefully this is fixed in the demo, but yeah I do believe this is what was missing. |
Agreed. |
Hi,
using the following url in your demo (http://matt-way.github.io/gifuct-js/) will show that transparency is overlaying:
http://cors-anywhere.herokuapp.com/http://i.stack.imgur.com/e8nZC.gif
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