On Tuesday, April 17, 2012 6:05:19 PM UTC+2, Thomas Broyer wrote: > > > > On Tuesday, April 17, 2012 5:43:03 PM UTC+2, GWTter wrote: >> >> Hi all, >> >> I've written a move animation using the gwt way (extending animation >> class etc.) and it works great but I've noticed that when that if I keep >> the duration the same say 1000ms the longer the move distance is the >> choppier the animation seems (the animation is smoother the shorter the >> move distance is). I figured that this is because of the frame rate. In the >> doc the frame rate is stated to be "non-fixed". >> >> Does anyone know if it is possible to increase the frame rate on the >> animation > > > No, it's not possible. > > >> and if not can anyone suggest or have an idea on how to make the >> animation smoother? >> > > Which browser were you testing this in? In Firefox and Chrome it should > use requestAnimationFrame whose role is to defer to the browser the choice > of the frame rate so that it stays responsive > See https://developer.mozilla.org/en/DOM/window.requestAnimationFrame and > http://code.google.com/p/google-web-toolkit/source/browse/trunk/user/src/com/google/gwt/animation/Animation.gwt.xml > (and > http://code.google.com/p/google-web-toolkit/source/browse/trunk/user/src/com/google/gwt/animation/client/AnimationSchedulerImplTimer.java > which > uses a timer that tries to achieve 60Hz frame rate) > > If your animation is not smooth, it's probably that it doesn't run at > approx. 60Hz, which means that either your code in the animation or some > other code runs too slowly to achieve that rate. Because timers and > requestAnimationFrame (and basically everything in a browser) go through > the event loop and task queues < > http://www.whatwg.org/specs/web-apps/current-work/multipage/webappapis.html#event-loops> > > it can be that something else than the animation is pushing too many tasks > in the queue and/or that those task run slowly, delaying other tasks and > therefore prevent reaching the 60Hz target rate. > > Oh, of course, it can also be that you're trying to do the impossible, and the only solution would be to run the animation for a longer duration so that the moves between each frame (at the same frame rate) are smaller.
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