requestanimationframe

scroll events: requestAnimationFrame VS requestIdleCallback VS passive event listeners

不问归期 提交于 2019-11-29 18:47:38
As we know, it's often advised to debounce scroll listeners so that UX is better when the user is scrolling. However, I've often found libraries and articles where influential people like Paul Lewis recommend using requestAnimationFrame . However as the web platform progress rapidly, it might be possible that some advice get deprecated over time. The problem I see is there are very different use-cases for handling scroll events, like building a parallax website, or handling infinite scrolling and pagination. I see 3 major tools that can make a difference in term of UX: requestAnimationFrame

Chrome requestAnimationFrame issues

半腔热情 提交于 2019-11-29 16:35:30
问题 Related topic: requestAnimationFrame garbage collection I've been working toward smooth animations in a widget that I'm building for touch devices, and one of the tools I found to help me with this has been the Chrome Memory Timeline screen. It's helped me a bit to evaluate my memory consumption in the rAF loop, but I am bothered by a few aspects of the behavior that I am observing in Chrome 30 at this point. When initially entering my page, which has the rAF loop running, I see this. Looks

get a smooth animation for a canvas game

為{幸葍}努か 提交于 2019-11-29 16:00:39
How to get a better animation, dinamically, even when browser is busy or idle, for different devices which have different hardware capacity. I have tried many ways and still cannot find the right way to make the game to display a better animation. This is what i tried: var now; var then = Date.now(); var delta; window.gamedraw = function(){ now = Date.now(); delta = now - then; if(delta > 18){ then = now - (delta % 18); game_update(); } } window.gameloop = setInterval(window.gamedraw,1); 18 is the interval value to update the game, but when browser is busy this interval is not good, and it

How can I pass argument with requestAnimationFrame?

好久不见. 提交于 2019-11-29 03:12:10
In the main program I randomly choose an object which I'd like to animate, so I call the function with the object as the argument. The first loop is okay, x is finely set, but in the next turn it becomes undefined . Something like this: var anim = { mainFunc: function(x) { anim.update(x); anim.redraw(x); window.requestAnimationFrame(anim.mainFunc); }, update: function(x) { }, redraw: function(x) { } }; var n=Math.floor(Math.random() * (ArrayOfAnimObject.length)); anim.mainFunc(ArrayOfAnimObject[n]); kalley You either need to create a reference or wrap the function call in another function like

Does React use requestAnimationFrame? If so, how does it use it?

橙三吉。 提交于 2019-11-29 03:08:44
I found 2 sources where it kind of says that React is using requestAnimationFrame On this blog post about Om , a ClojureScript framework on top of React. Also on the comments of this SO answer . I'm not sure it's part of React or if people are using it with React. Can someone tell me what how requestAnimationFrame is used in React if it is? Or how it can be used with React and why I would choose to use it with React? React doesn't currently use requestAnimationFrame to do DOM updates (as we call it, the "batching strategy"). The batching strategy is injectible though so it's possible to use

three.js基础前置知识

余生颓废 提交于 2019-11-28 18:06:26
这一节是纯理论知识,用于介绍three.js的入门概念,也就是开发前需要准备的理论基础。 一,三剑客   当然就是 scene,camera,renderer 这三个基本要素。   scene是一个用于容纳三维空间的场景,相当于一个容器;   camera则是一双帮助我们观察3d世界的眼睛;   而renderer是一个渲染器,它负责把无色无相的三维物体绘制成肉眼可见的物体; 二,选什么相机   选透视相机(PerspectiveCamera)。   简单来说,透视相机有距离感,远的物体看起来小一点,近的物体看起来大一点,符合现实生活中的人眼观感;   而正交投影相机没有距离感,所有的物体看起来都是在一条直线上;       (左为透视相机,右为正交投影相机) 三,如何生成一个基础物体?   基础物体mesh = 几何结构(geometry)+ 贴片材质(material)   几何结构就像一个骨架,three.js内置了不少几何结构,像常见的球体,正方体,圆环等等;   而贴片材质则决定这个骨架的样式,可以画上纯色,也可以贴上图片纹理等; 四,该选什么材质?   材质主要分为与光照没有任何交集的 基础材质 (MeshBasicMaterial),以及必须要光照才能看见,可以配合光照产生阴影效果的 标准材质 (MeshStandardMaterial);   一般来说

scroll events: requestAnimationFrame VS requestIdleCallback VS passive event listeners

只愿长相守 提交于 2019-11-28 13:40:14
问题 As we know, it's often advised to debounce scroll listeners so that UX is better when the user is scrolling. However, I've often found libraries and articles where influential people like Paul Lewis recommend using requestAnimationFrame . However as the web platform progress rapidly, it might be possible that some advice get deprecated over time. The problem I see is there are very different use-cases for handling scroll events, like building a parallax website, or handling infinite scrolling

Adding additional arguments to a function called back by requestAnimationFrame

断了今生、忘了曾经 提交于 2019-11-28 11:29:45
I am looking to create a function that scrolls an image element x pixels over y time on an HTML5 canvas, using requestAnimationFrame and delta time. What I can't figure out is how to add more arguments to my function, when requestAnimationFrame allready calls back my function with one argument (a DOMHighResTimeStamp). I am pretty sure the following code doesn't work: function scroll(timestamp, distanceToScroll, secondsToScroll) { //delta = how many milliseconds have passed between this and last draw if (!lastDraw) {var lastDraw = timestamp;}; delta = (0.5 + (timestamp - lastDraw)) << 0; /

get a smooth animation for a canvas game

六眼飞鱼酱① 提交于 2019-11-28 08:47:37
问题 How to get a better animation, dinamically, even when browser is busy or idle, for different devices which have different hardware capacity. I have tried many ways and still cannot find the right way to make the game to display a better animation. This is what i tried: var now; var then = Date.now(); var delta; window.gamedraw = function(){ now = Date.now(); delta = now - then; if(delta > 18){ then = now - (delta % 18); game_update(); } } window.gameloop = setInterval(window.gamedraw,1); 18

Grass like smoothing animation on beziercurve?

此生再无相见时 提交于 2019-11-28 07:52:47
This is what I am trying to achieve-- GRASS Animation (Desired animation) This is where the project is standing currently --My hair animation This is a more structurised code of the above code --My hair animation(by markE) --markE`s code of hair animation PROBLEM:-- I am able to give movements to hairs but animation should be more like wavy grass like freeflowing.Its not very smooth now.What can be done to make the hairs flow in more natural manner. Please provide me with a small sample if possible!!! <canvas id="myCanvas" width="500" height="500" style="background-color: antiquewhite" ><