In the following code:
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startshape bug[timescale 0.1]
CF::Time = [time 0 1]
CF::Background =[b 1]
shape bug
{
SQUARE[x ftime()]
}
Perhaps this is intended so, I can just multiply ftime after all, but I really think it should behave otherwise: For timescale to impact the overall behavior of the object means more composability with other objects, and it means tweaking is more effective.
I think this stems from the fact ftime() and frame() are two external functions that does not correlate with the environment they're in.
This poses another problem as there is no way to test what the animation will look like in one frame (if I do
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startshape bug[time 0.2 0]
I've also come accross another problem: CFDG computes all shapes on one frame, be they alive yet or not.
This doesn't sound so much as a problem, but I had to wait three hours for the program to compile three seconds, while all the first frames were near to blank.
Finally, I don't get why rendering is necessary before animating a movie. This can be a hussle when one deals with huge animations. also some time, even though I have rendered, the program will compile an erroneous movie with respect to time and timescale, and I have to close it and open it again for it to render it properly.
Thank you very much, and really thanks for your program, I really love it!