On 25/01/2012 15:54, Thomas McGrath III wrote:
These are exactly the kinds of things I ran into as well. One thing that happens is that when
rotating an image the image gets distorted and so we need the resizeQuality set to "good"
or "best" but then it really slows down even further.
Okay, so
Hi Ken & Thomas,
I am fighting the same battle, so please let me participate in your discussion.
Ken wrote:
> As for the quality issues, what I'd suggest is that on the pinchStart
> event the quality of the image is saved during the pinch, the quality of
> the image is set to 'reduced' while p
On 25/01/2012 16:19, Ken Corey wrote:
As for the quality issues, what I'd suggest is that on the pinchStart
event the quality of the image is saved during the pinch, the quality of
the image is set to 'reduced' while pinching, and then in the pinchEnd
the quality is set back to its previous value
On 25/01/2012 15:54, Thomas McGrath III wrote:
These are exactly the kinds of things I ran into as well. One thing that happens is that when
rotating an image the image gets distorted and so we need the resizeQuality set to "good"
or "best" but then it really slows down even further.
Well, tu
Ken,
These are exactly the kinds of things I ran into as well. One thing that
happens is that when rotating an image the image gets distorted and so we need
the resizeQuality set to "good" or "best" but then it really slows down even
further.
Still looking
-- Tom McGrath III
http://lazyriver.
I hadn't tried that before. I tried it just now, and if anything it
made the behaviour worse. This were even more jittery than before. By
"jittery" I mean the items flash back and forth 10-20 pixels. If you
move your fingers quickly, it's easy to get the image drawing in a
wildly incorrect
Ken,
Did you try setting acceleratedRendering to true and then setting the layerMode
property of the image to "dynamic"? Might make a difference. Kind of guessing,
though.
Chris
On Jan 23, 2012, at 4:02 PM, Ken Corey wrote:
> Hiya Thomas,
>
> I've been meaning to take a stab at this, and yo
Hiya Thomas,
I've been meaning to take a stab at this, and your post got me off my duff.
I've seen a few apps that do multitouch pinch to zoom *really* well. by
that I mean that the pinch can accomplish 3 things at the same time:
scale something
rotate something
move something
The last one m
>> I was playing around with the "Pinch to Zoom an object" lesson at:
>> http://lessons.runrev.com/s/lessons/m/4069/l/11509-how-do-i-implement-a-multi-touch-pinch-motion
>>
>> And I wanted to add rotate to it as well so that I could pinch and rotate at
>>
nd with the "Pinch to Zoom an object" lesson at:
> http://lessons.runrev.com/s/lessons/m/4069/l/11509-how-do-i-implement-a-multi-touch-pinch-motion
>
> And I wanted to add rotate to it as well so that I could pinch and rotate at
> the same time. I ran into a big wall (ca
I was playing around with the "Pinch to Zoom an object" lesson at:
http://lessons.runrev.com/s/lessons/m/4069/l/11509-how-do-i-implement-a-multi-touch-pinch-motion
And I wanted to add rotate to it as well so that I could pinch and rotate at
the same time. I ran into a big wall (cal
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