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visits member for 1 year, 6 months
seen Mar 21 at 15:43

Jan
11
awarded  Notable Question
Sep
30
accepted Trouble with a modified parallax scrolling concept
Sep
30
comment Trouble with a modified parallax scrolling concept
Thanks, works like a charm! My code for reference: gist.github.com/ber4444/6763465#file-parallaxlist-java
Sep
27
comment Trouble with a modified parallax scrolling concept
So what we would need: while keeping a higher mFrictionFactor and the same gesture-based mVelocity in the bottom layer, to extend its movement (without jumps) so that the fling animation would take the same amount of time as on the top layer.
Sep
27
comment Trouble with a modified parallax scrolling concept
thanks @lll79 but it doesn't work: your calculation only adds a little delay plus it does not take into account the different friction applied to the different layers (and the whole point is that they should scroll at different speeds, due to different friction applied, but reach their end-point simultaneously -- wherever that happens to be within the list -- while maintaining a realistic fling movement).
Sep
26
asked Trouble with a modified parallax scrolling concept
Mar
31
awarded  Popular Question
Feb
14
comment Bad FPS for smaller size (OpenGL ES with SDL)
It was automatically awarded, you got 75 points according to your profile. Let me know if I should do something else...
Feb
6
accepted Bad FPS for smaller size (OpenGL ES with SDL)
Feb
6
comment Bad FPS for smaller size (OpenGL ES with SDL)
Thnx, I reduced both glPointSize and the number of stars in NBodyWnd and it's smooth enough now; and you definitely answered my question; of course it's not nearly as fast as the original youtu.be/AD9OV1Zrs4I but maybe that's just because my iPod cannot catch up with a Linux desktop
Feb
5
awarded  Citizen Patrol
Nov
20
comment Bad FPS for smaller size (OpenGL ES with SDL)
thanks @shivan-dragon, but if you check out the youtube link I posted you will see speed difference of the two versions BOTH RUNNING ON THE SIMULATOR (and my question was: why is that? and why it's not happening on OS X, only on iOS?). I mentioned the real device only because SDL does an autoscaling there which I needed to manually do on the simulator for test purposes.
Nov
19
revised Bad FPS for smaller size (OpenGL ES with SDL)
deleted 152 characters in body
Nov
16
revised Bad FPS for smaller size (OpenGL ES with SDL)
added 232 characters in body
Nov
12
asked Bad FPS for smaller size (OpenGL ES with SDL)
Nov
8
awarded  Scholar
Nov
8
awarded  Supporter
Nov
8
comment SDL2 with OpenGL — weird results, what's wrong?
wow, it works like a charm, thanks a lot!
Nov
8
accepted SDL2 with OpenGL — weird results, what's wrong?
Nov
8
revised SDL2 with OpenGL — weird results, what's wrong?
deleted 113 characters in body