17.2. Using the Basic Animation Commands

You can display several frames in rapid succession to achieve an animation effect via the /SEG and ANIM commands:

The /SEG command stores graphics data in the terminal's local segment (graphics operation) or pixmap (screen dot) memory (depending on the graphics device). The storage occurs at the same time that a graphics action command produces a display. To display the stored frames in a sequence, issue the ANIM command.

Example 17.1: Typical Command Stream for Animation

/SEG,DELE   ! Deletes all currently stored segments
/SEG,MULTI        ! Stores subsequent displays in segment memory
...               ! Plot-creation commands to generate a sequence of images
...               ! (See below for options)
/SEG,OFF          ! Turns off the frame-capture function
ANIM,15           ! Cycles through the stored sequence 15 times

To create the series of frames for your animation sequence, you can either issue a frame-by-frame series of graphics action commands, or invoke a predefined macro to generate the sequence automatically. The predefined macros are ANCNTR, ANCUT, ANDATA, ANDSCL, ANFLOW, ANHARM, ANISOS, ANMODE, ANTIME, and ANDYNA.

The available amount of local segment or pixmap memory, and the memory requirements of each frame limit the number of frames you can include in an animated sequence. On most workstations and PCs, the amount of memory required depends on the number of pixels in each frame.

Although you can create animations of multiple window schemes, animations created with OpenGL display lists (/DV3D, ANIM, 0) do not retain the windowing scheme information. You can save multiple windows via the X11/WIN32 drivers, or via the OpenGL driver with /DV3D,ANIM,Key in effect (where Key is not zero).