The spring animation runs for a long time after it has visually settled
down, because we're requiring too much stability.
WL_EXPORT int
weston_spring_done(struct weston_spring *spring)
{
- return fabs(spring->previous - spring->target) < 0.0002 &&
- fabs(spring->current - spring->target) < 0.0002;
+ return fabs(spring->previous - spring->target) < 0.002 &&
+ fabs(spring->current - spring->target) < 0.002;
}
typedef void (*weston_surface_animation_frame_func_t)(struct weston_surface_animation *animation);