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Shaky TransformGesture #98
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well I'd say that's due to sequential nature of delivering touch events in flash runtime (one touch event after another). So ur moving consists of small rotations mostly, because you receive one TouchEvent -> moves Touch -> delivers Touch to Gesture -> you rotate and move object a bit. Repeat. I had idea of buffering touches in the core of the system and then delivering them into Gestures. (In JavaScript, for example, TouchEvent has not one, but array of touches, so runtimes does it for you.) What you can do to improve visuals: Does it make sense to you? |
Thank you, it make sense. I tried Event.RENDER and Event.ENTER_FRAME (and EXIT_FRAME) and results are approximately the same, no big difference. |
You sure you did it right? Can you show your implementation? Yeah, the closer fingers are – the bigger rotation angle after each finger movement. Well if delay really doesn't give good result, then maybe you could look at this situation like so: |
This is code for ENTER_FRAME: http://pastebin.com/6tZRRJCb I agree with +, - and continuous values... will try that. |
hm if delay doesn't help, I means buffering in the core of the library also wouldn't do the trick.. I imagined that both fingers should dispatch touch events during one frame cycle, so if you apply accumulated transformations – it should be way better. But if you say it doesn't give nice result – I wonder how it actually happens. If you could provide some log to see what actually happens (list of gesture responses with frame counter just for reference) – that might be useful, as input data. Apart from offsets and rotation maybe |
I'm using TransformGesture to transform (move, scale & rotate) object.
It's working ok, but object shakes on move.
Take a look this LQ video (shake is sometimes even worse): http://1drv.ms/24umZo5
Transform part of code is from here: https://github.com/fljot/GestouchExamples/blob/master/src/org/gestouch/examples/views/TransformGestureView.mxml
Test app: http://1drv.ms/24umVor
How to fix this?
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