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Old 03-15-2012, 09:20 PM   #1
lostPixels
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Default The biggest problem with Air-to-Mobile, scrolling.

No matter what I try, I can't get a seamless, fluid scroll in iOS. I've tried Blitting, and it's still noticeably slower than native scrolling.

I'm about to abandon Flash over this crap and just use Phonegap.

Anyone out there find a working solution?
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Old 03-18-2012, 03:06 AM   #2
peptobismol
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flash isn't the answer for some things. you might be right.
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Old 03-19-2012, 08:25 PM   #3
lostPixels
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This is a very major problem. Any data driven app will most definitely require some sort of list.
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Old 03-19-2012, 11:11 PM   #4
tbo
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Here is one way to get smooth text scroll:

Draw the textfield to bitmapdata, and scroll/tween that bitmap instead.
set fraterate 60 (if your app can achieve it)
<renderMode>gpu</renderMode>
set stage.quality to LOW to drop anti-aliasing and boost the performance/framerate.
Don't cacheAsBitmap, just draw and place the bitmap on the display list.

note: the quality of draw() relies on stage.quality, so until adobe changes this, you need to set stage.quality HIGH for the draw() call, and then set to LOW for the remainder of the time... if you choose to run in LOW quality as i recommend when using the gpu rendermode.

If your app is slim enough to achieve 50-60 fps, this will appear very smooth, even at lower FPS it might be ok.

I don't know if your app is built around cpu rendering already, but blitting with copyPixels should be with CPU rendering, and it is not as fast as the GPU mode with simple bitmap manipulation.

I know this technique may not be ideal, but its one of the smoothest way to scroll text that I know of.

Also, I have not really tested stage3d on mobile much except simple starling tests, starling and/or stage3d might be better. (rendermode=direct) In the near future stage3d is expected to be the best performance option on air for mobile.
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Old 03-21-2012, 06:31 PM   #5
lostPixels
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Thanks for the information! It's a start for sure. Preserving interactivity before/after the scroll is going to be difficult.
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Old 03-21-2012, 09:08 PM   #6
Xegnma
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A few questions for you:

- Are you using the latest version of Adobe Air (that would be 3.2, it has GPU support)?

- Which iOS device/s are you targeting?

- Are you using the Stage3D APIs or a framework (like Starling) that uses those APIs?


Quote:
Originally Posted by tbo View Post
In the near future stage3d is expected to be the best performance option on air for mobile.
The future is now:
http://gaming.adobe.com/
http://labs.adobe.com/technologies/f...ntimes/air3-2/
http://gamua.com/starling/

Last edited by Xegnma; 03-21-2012 at 09:18 PM.
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