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let gif;
let layer2d;
function preload() {
gif = loadImage('Rotating_earth_(large).gif');
}
function setup() {
createCanvas(400, 400, WEBGL);
layer2d = createGraphics(width, height);
}
function draw() {
background(220);
let gifFrame = frameCount % (gif.numFrames());
gif.setFrame(gifFrame);
print(gif.getCurrentFrame());
// setFrame() cannot apply to WEBGL environment.
image(gif, -200, -200, 200, 200);
// but work fine with default renderer.
layer2d.image(gif, 0, 0, 200, 200);
image(layer2d, 0, 0);
}