5/31/2023 0 Comments Smoothmouse macosI piped that into your original field (which reads in lines) so that a single-pixel delta would translate into a single line scroll. This reads in "pixels" and delivers at least +1 or -1 on every scroll wheel motion, while kCGScrollWheelEventDeltaAxis1 would deliver many 0 deltas unless I scrolled fast enough. I found there are many other fields to play with, and discovered that instead of kCGScrollWheelEventDeltaAxis1 I should read kCGScrollWheelEventPointDeltaAxis1. I found that (perhaps depending on individual scroll speed/accel settings) it did not solve my biggest problem, which was that when I slowly scroll my wheel one click, nothing happens.making it feel like the scroll wheel was slipping until I got it moving faster. Will integrate your trick into mine, with credit to you :) gonna love my mouse scroll wheel again.Įdit: /u/Alas9 I added your idea to my code linked above. Love it :) I did something similar with forward/back buttons after BetterTouchTool did the bait-and-switch and remotely disabled the free app: You may recompile it after changing the constant LINES in main.m.Įdit: Updated the link to point to the binary that also works with OS X versions greater than 10.9.5. By default it scrolls 3 lines with each tick of the wheel (Windows default). I had no knowledge of Cocoa programming prior to this and wanted something that was as much out of my view as possible, so it is very crude and comments on improvements are welcome. I wrote a small program that runs in the background: Turns out it can be solved in the OS layer by a simple event tap. There are several threads on the internet about this issue but no good solutions other than USB Overdrive which costs $15 and does a lot more than fix this issue. Each tick of the wheel is interpreted as if coming from a continuous scrolling device and is applied acceleration. Now I just boot into Win7 with BootCamp.For as long as I have used OS X it had problematic scrolling with mice other than Apple's. Couldn't stand the implementation in Snow Leopard, was really annoying. I use a 3rd party program (I think it's USB Overdrive) to kill acceleration in OSX. Not allowing the user to choose IS stupid. The system should allow the user to turn it off if they prefer lower latency and on if they prefer no possiblity of tearing. Vsync is something that IMO should be user controlled at a driver level / overall system level. OpenGL uses the latest ready buffer, so it provides both a performance benefit (the GPU can render during a buffer switch) and low latency (you are only one frame behind the one currently being drawn). ![]() DirectX uses in sequence triple buffering if it's turned on. If in sequence triple buffering is used, there is added latency, since the displayed frame is always 2 frames behind the currently rendering frame. Triple buffering can be done in two different ways, with either the latest complete buffer used when switching or in sequence. Triple buffering can be enabled via the drivers. At a minimum, double buffering is always used, drawing is always done in a back buffer, vsync synchronises the buffer switch to the vsync signal to avoid "tearing", vsync off just switches buffers when the back buffer is full. AFAIK all modern graphics cards have double and triple buffering still.
0 Comments
Leave a Reply. |