About "Basic animation in LWJGL"

Hello.

I wasn’t sure whether to create a new topic for this - I know it’s nice to have separate topics for different things despite them being related - but I’m asking a question based of someone’s response to another question.

In AppleSauce’s thread, he asked about how to do basic 2D animation in LWJGL. Now, in the past, I’ve always done this by having 1 texture (A strip) and timing how much time has gone past inbetween each frame. when this reaches the right amount, I change the ‘viewing window’ or the texture coordinates to the next frame - and I assumed this was standard.

But Drenius put this:

[quote]If you think you are fine, ok.
Having a timer for every single texture in the program is a waste.
Make it jump to the frame it has to be in when it is rendered when it is rendered.
[/quote]
Maybe I’m misunderstanding what was said, but from what I understand the method I’m using is a waste as I use multiple timers for each animation.

I don’t understand what I should do instead - “Make it jump to the frame it has to be in when it is rendered” ??

Sorry, I’m at a loss, can anyone help?:stuck_out_tongue: