Below is a subpatch taken from a larger patch that I am building to intuitively move around openGL space in Jitter using a mouse and keyboard. I'm running into one annoying problem.
I'm calculating the speeds of movement along the x and y axes and scaling those values to change the time settings on some speedlims. As the angle of rotation reaches one axis the speed values (speedlim thresh) get drastically slower for the other axis. This is expected, of course, but what I can't figure out is why the speedlims temporarily "space-out" when these rotational extremes are reached/passed.
Try slowly moving the top number box from 195 to 205 and watch the bangs beneath the speedlims. This doesn't seem to be an event queue problem, does it? Maybe the numbers at the extremes are too large and are wrapping around on themselves? I'm sure someone here will quickly see what has been eluding me. Thanks in advance!