I am using the c++ run-times.
I start an animation and set it to not loop.
_animation_state->setAnimation(0, name->cstr(), false);
if I wait until it's done then start another animation that is looping.
_animation_state->setAnimation(0, name->cstr(), true);
Everything works fine, but if I start the first, wait a few frames, then start the second before the first is done, the second won't be looping.
I see an "EventType_Interrupt" event for the first animation when the second starts.
Am I doing something wrong?