Getting roImageCanvas working the way you want is all about timing, putting sleep() statements in various places and experimenting till something works. Also, imagecanvas starts off slow, and then speeds up if you keep drawing to it. You can actually have multiple objects moving around the screen and get some almost "sprite" like effects and but have no luck getting a single object to do what you want. In short its is a mystery and you can find things that work by experimenting. In the time it takes to draw one object, hundreds or thousands of brightscript statements can have executed, so you might as well draw a pile of objects. As some of the threads have discussed, you can draw faster if you section an image into little chunks and draw each chunk to a separate layer.
- Joel
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