Can the latest openlayers render the animated marker using gif/apng/webp? - html5-canvas

According to this QA, by using "gifler" library, we can use animated gif to render on canvas-based openlayers.
can openlayers 3 render the animated marker using gif
But it cannot accept apng/webp, and also, "gifler" library is bit old, it is tough to use with the latest EcmaScript or TypeScript.
Are there any other way to enable this?

Eventually, I couldn't find a way to make it work, so I started developing it myself.
Animated GIF, APNG, and Animated webp can be frame-split and even animated on a canvas context in the following.
https://github.com/code4history/Gyeonghwon

Related

Best way for progress & activity bars on Android: GIF or code?

I'm an 2D animator and am new to Android development. I have one idea about creating animated stocks for Android, but what's the best way to create a progress and activity bar, GIF or code?
Using GIF images you have no limits. A lot of animation and effects
using are code, and you have custom control of everything.
So, what's the best? Is it a good idea to use GIF images?

How does one control an animated SVG in Unity 3D?

I have an animated SVG file that contains 400 frames of animation. I'd like to put this asset in my game, and control which frames playback and when like a file strip / animated GIF. I have the asset imported using SVGAssets.
Is there a way to do this? I've looked in the Unity documentation, but it continually points me at standard 2D assets or normal 3D FBX files.
Thank you!
SVG animations are not supported by SVGAssets plugin, at the moment. The usual workflow would be to import SVG static graphics with SVGAssets, then animate it with Unity tools (as done for the Orc example included in the SVGAssets package).

How to use gif image inside html5 canvas?

I've been searching all day to use gif image inside html5 canvas can't find a useful article in it,is there any way I could use gif image inside canvas. I'm in position to use a gif image inside a canvas but it doesn't changes it loads loads the first frame only and how to play the gif image completely or is there any way I could use gif formatted image inside a
canvas.
Quote from jsgif: A GIF player in JavaScript
Unfortunately, the DOM doesn't expose individual frames of a GIF, so
this is done by downloading the GIF (with XMLHttpRequest), parsing it,
and drawing it on a .
Maybe you would take a look in the jsgif source code to find some ideas

Client-side image cropping and rotating solution using HTML5 <canvas>

Is there any image cropper based on HTML5 canvas API. What I would like to have is rotating and cropping. Actually I have written one but I did not like it very much.
Pixastic has a crop feature, does that work for you?

Fading dynamic PNGs in IE 8 with jQuery

I've found a number of posts about hacks for fixing IE8's PNG problem, but I can't seem to adapt any of them to my scenario.
I have four PNGs that are generated dynamically using $.load(). They fade in and out, and then another four PNGs are generated and do the same thing.
In IE8 the semi-transparent parts of the images have black backgrounds.
Is there a way I could run an alpha filter on individual PNGs when they are loaded instead of upfront when the DOM is ready?
Any other suggestions?
Thanks!
You need to use the AlphaImageLoader filter (not <img src="..." />) to display the image.
Even in IE 8, this is necessary to get the filters to play together.

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