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I haven't used SDL or made anything for iOS so I might have missed something, but with that said. I think your best bet would be to look into OpenGL ES (Embedded System), using OpenGL with SDL can be enabled with SDL_SetVideoMode. Normally you would be able to use quadbuffering for stereoscopy in OpenGL, but I don't think the ES allows for that, in that ...


Seems like buildSprite is broken indeed. The freeBubble sprite is created with a different constructor, which seems to be the only difference between a properly drawn sprite and those made by buildSprite. Sprite's javadocs state that its parameterless constructor gives you instances that need more than just textures to be set. On the contrary, calling new ...


I managed to figure it out. The answer was actually extremely simple, and I was overthinking it. I just changed x=-((leftX+Math.abs(leftX-rightX)/2)-Main.WINDOW_WIDTH/2/scale); y=-((topY+Math.abs(topY-bottomY)/2)-Main.WINDOW_HEIGHT/2/scale); to x=-rect.x*scale; y=-rect.y*scale; where rect is that blue rectangle shown in the original post.


The OpenGL documentation specifies that OpenGL uses the magnification filter. The texture magnification function is used when the pixel being textured maps to an area less than or equal to one texture element. https://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml I couldn't find any such documentation for Direct3D so if someone can ...


From what I know, it is needed since at some moment each object has do differenciate from the other at least by some parameter, in your case the position. So in the VS it adds the $\Delta pos$ it to the final pos. I found this link useful http://www.gamedev.net/page/resources/_/technical/opengl/opengl-instancing-demystified-r3226

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