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visits member for 3 years, 9 months
seen Apr 21 '12 at 22:50

Feb
18
asked What does vsynched mean?
Feb
16
awarded  Commentator
Feb
16
comment OpenGL-ES: clearing the alpha of the FrameBufferObject
Where to put the above code? After each Texture is drawn? Or perhaps at the top or bottom of the main render loop?
Feb
15
asked Indie devs working with publishers
Feb
14
asked OpenGL-ES: clearing the alpha of the FrameBufferObject
Feb
14
comment Texture artifacts on iPad
Interesting... I'll try this. The Texture2D class I'm using is the old one from Apple sample code... and the Cocos2D Texture2D is based on this same code.
Feb
12
asked Promoting independent iOS games
Feb
8
asked Texture artifacts on iPad
Feb
6
accepted “Optimal” game loop for 2D side-scroller
Feb
6
asked “Optimal” game loop for 2D side-scroller
Feb
5
comment What are some low-level performance tweaks for iPhone games written in c?
It's a great presentation.
Jan
29
revised Automating repetitive game development tasks
more info
Jan
29
asked Automating repetitive game development tasks
Jan
21
asked Online leaderboards for iPhone games
Jan
17
awarded  Popular Question
Jan
14
comment Trouble with touch events on iPhone
I did occasionally see some cancelled touches. However I eliminated the problem by improving the performance of my game loop (OpenGL performance improvements).
Jan
14
accepted Trouble with touch events on iPhone
Jan
12
comment Beginner question about vertex arrays in OpenGL
Awesome thanks for the response! Using GL_TRIANGLES and duplicating the vertices worked. I also referenced this SO question: stackoverflow.com/questions/4319073/…
Jan
12
accepted Beginner question about vertex arrays in OpenGL
Jan
12
comment Beginner question about vertex arrays in OpenGL
Thanks for the response. Yes I'm trying to draw two separate quads. I've read a bit more and it sounds like I should use GL_TRIANGLES instead of GL_TRIANGLE_STRIPS. When I use GL_TRIANGLES the distortion I see looks kinda like the first star is being folded over on itself while the second star is kinda stretched "out of the screen" (my game is 2D btw).