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thednp 2016-10-09 07:58:02 +03:00
parent e165c10d40
commit 0bebda1eff

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@ -272,7 +272,7 @@ var morph4 = KUTE.fromTo('#startpath2', { path: '#startpath2' }, {
<li>Large displays would need best resolution possible so a small <code>morphPrecision</code> value (1-10) would be required, assuming performant hardware are powering the displays. For small displays you can get quite comfortable with almost any value, including the default value.</li>
<li>Polygons with only <code>lineto</code> path commands are best for performance.</li>
<li>Faster animation speed could be a great trick to hide any polygonal "artefacts". Strokes are also very useful for hiding the polygons' edges.</li>
<li>Always use the <code>showMorphInfo:true</code> tween option to check how the values required for the morph change with every new option value, but <strong>never forget to disable it</strong> after you have optimized the morph to your liking, this option enables a function that detects the best index for points rotation that is very expensive and delays the animation for quite some time.</li>
<li>Don't forget about the <a href="http://codepen.io/thednp/pen/YGayLg">path morph utility</a>, it's gonna make your work a lot easier.</li>
<li>The SVG morph performance is the same for both <code>.to()</code> and <code>.fromTo()</code> methods, but the ones that use the second method will start faster, because the values have been prepared already and for the first method the processing of the two paths happens on tween start delaying the animation, so keep that in mind when working with syncing multiple tweens, the <code>.to()</code> based morph will always start later. Of course this assumes the you cache the tween objects first and start the animation later, if not (you start the animation on object creation), both methods will be delayed.</li>
</ul>