Mirror with some correction
Dependencies: mbed FastIO FastPWM USBDevice
Diff: Updates.h
- Revision:
- 56:195d891653c6
- Parent:
- 40:cc0d9814522b
--- a/Updates.h Wed May 04 03:59:44 2016 +0000 +++ b/Updates.h Wed May 04 06:01:29 2016 +0000 @@ -14,20 +14,19 @@ // trouble to a lot of people. The goal of the new approach is that everyone can // use the same standard binary build, and set options from the Windows tool. // -// TSL1410R and 1412R parallel mode support: these sensors are physically built -// out of two separate pixel arrays, which can be read independently. Past -// versions only supported "serial" mode pixel transfer, where we read all of -// the first array's pixels before reading any of the second array's pixels. -// In parallel mode, we can read pixels from both arrays at the same time. The -// limiting factor in image read speed is the amount of time it takes for the -// ADC to transfer charge from a pixel and stabilize on a reading. The KL25Z -// has multiple ADC hardware channels, so we can read multiple analog values -// concurrently - it takes the same amount of time for one ADC reading to -// stabilize as two readings. So by reading from the two sensor sections -// concurrently, we can essentially double the transfer speed. Faster pixel -// transfer allows for more accurate motion tracking when the plunger is -// moving at high speed, allowing for more realistic plunger action on the -// virtual side. +// TSL1410R and 1412R high-speed scanning: the software now takes advantage +// of the KL25Z's fastest hardware features to scan the optical sensors at much +// higher speed than in the past. The software can now read these sensors at +// full resolution in about 2.5ms, which means a frame rate of about 400 frames +// per second. That's fast enough that we can capture images of the plunger +// moving at full release speed without any significant motion blur, and fast +// enough to capture the position throughout a release motion without any +// aliasing from the bounce-back at the end of the travel. In past versions, +// the frame rate wasn't high enough to avoid either blur or aliasing, so it +// was necessary to use heuristics to guess when a release was happening. The +// heuristics worked pretty well, but at the cost of some slight lag while we +// waited to see what was happening. The new higher rate allows for essentially +// zero lag, as well as more precise position sensing. // // Keyboard mappings for buttons: button inputs can now be mapped to keyboard // keys. Joystick buttons are of course also still supported. Some software on