It works with both
Using LoadAnimImage would look something like this
Of course you would need to determine the CurrentFrame variable on every loop, and it would depend on your program
Also, you would only use LoadAnimImage if you wish the image to be animated
Using LoadAnimImage would look something like this
;... PngImage=LoadAnimImage(PngImageStrip,W,H,0,N) ;... while Keyhit(1)=0 ;.... RenderWorld DrawImage PngImage X,Y,CurrentFrame Flip wend
Of course you would need to determine the CurrentFrame variable on every loop, and it would depend on your program
Also, you would only use LoadAnimImage if you wish the image to be animated