You may consider spriting , which puts all images in one large image. with this, you just need to upload one large image, and then just move for each scene.
or you can also preload these 150 images before using them. you can use a JS array to store Image objects and then skip that array to get your images.
var images = []; var expectLoaded = 150; for(var i = 0; i<expectLoaded;i++){ (function(i){
Cycles
block user interface thread. JS is single-threaded, that is, the code is executed in a linear fashion, one after the other. everything that comes after this loop statement will wait for the loop to end. if this loop takes a long time ... take some coffee. plus, since you are manipulating the DOM, you do not see the changes because the user interface thread is blocked.
but there are ways around this, and one of them uses timeouts to delay and queue the code for later execution when JS is not busy.
function animate(frameNo){
Joseph Apr 01 '12 at 7:10 2012-04-01 07:10
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