mQueue.PushBack(imageFrame);
bool loadingStatus = false;
+ TextureManager::TextureId loadTextureId = TextureManager::INVALID_TEXTURE_ID;
TextureSet textureSet = mTextureManager.LoadAnimatedImageTexture(mAnimatedImageLoading,
frameIndex,
loadingStatus,
- mImageUrls[frameIndex].mTextureId,
+ loadTextureId,
mMaskingData,
mDesiredSize,
mSamplingMode,
synchronousLoading,
useCache,
this);
+ mImageUrls[frameIndex].mTextureId = loadTextureId;
// If textureSet is returned but loadingState is false than load state is LOAD_FINISHED. (Notification is not comming yet.)
// If textureSet is null and the request is synchronous, load state is LOAD_FAILED.
// If it is, notify frame ready to observer.
if(frontFrameReady == false && IsFrontReady())
{
- mObserver.FrameReady(GetFrontTextureSet(), interval);
+ mObserver.FrameReady(mTextureManager.GetTextureSet(textureId), interval);
}
// The frames of a single animated image can not be loaded parallelly.