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I have a similar problem with jerky frames using android GL 2.0. When traced on android studio GL profiler I saw that the glcompileshader function is called multiple times during game play. This is an expensive call but accounts for the jerkiness. What causes these multiple calls to glcompilershader? I can only guess happens because the shader is invalid ...


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It sounds like you simply need to round the interpolated position to the nearest integer, instead of truncating it (as float → integer conversion normally does). A simple trick (for non-negative values) is simply to add 0.5 to the value before truncating it: g2d.drawImage(image, (int)(draw.x + 0.5f), (int)(draw.y + 0.5f), null); (I'm assuming that ...


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Why does my position interpolation code result in "jumpy" motion? Make sure previousPosition_ is only being updated when there's a new physics update, not every frame But I still don't know if it's a good solution.


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You should move the call of timer.start() to be before your call of gameLoop(). You should also make a call to it right after the call of timer.reset().



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