starbugs / icedcoffee

A lightweight OpenGL user interface framework written in Objective-C

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multitochspritestest

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When running the multitouchspritetest on an iPhone 4 the maximum number of touch inputs that can be tracked is 5, on adding a sixth touch all touches stop working until all the fingers are removed and then tracking works again.

When running the same test on iPad 3 the maximum number of touch inputs that can be tracked was 11 (10 fingers and a nose), it may go higher than this.

There also seems to be some interaction on the iPad if multi touch gestures are on, but this is probably to be expected.

I can not find any reference to touch limits so it's not clear where these limitations are coming from, it would be good to document limitations (if they exist) on various devices.

I found an article on stackoverflow.com, stating that 5 simultaneous touches is the maximum for iPhone/iPod Touch. This appears to be a hardware limitation.

iPad appars to support up to 11 simultaneous touches.

As this is not a limitation of IcedCoffee, I am going to close this issue as won't fix.