Wrath Of Khan
Soul soother...
One player might be the way to go Imo.
.@Ekianjo I will send you my ideas when I have something to show as you said you were able to commit to a game design document also.
Its the shaders, they arent compiling...
I cant use GLchar* on Pandora, it says expected initializer before '*'
I looked at compileShader on GLES2.0 reference page, it wants GLuint and I was using GLenum, I changed that but it didnt solve it. I think mayby its the lack of GLchar that is problematic? Using char instead otherwise it wont compile at all.
We're doing parallax scrolling demos. Was just trying different methods to see what sort of framerates we could get. Would you recommend me try spBlitSurfacePart instead?To your (edited - bad style! accident AGAIN, that I read it) stuff about fullscreen quads... What are you trying to do? It sounds wrong. For blitting surfaces or sprites (which are animated surfaces), I have faster function than QUADs...
In my demo, I have two layers, but both with transparancy, so I do need to clear the target.Oh and if you draw on the whole screen tiles, you don't need spClearTarget neither.
What exactly are our requirements for parallax? ie, what type of background are we having? Obviously parallax can be achieved by just moving sprites at different speeds across the screen if we're only needing things like clouds & sun, or stars & planets etc.
Maybe we should focus on trying to get plenty of sprites onscreen and moving. After all, if we can't handle "the game", then there's no point worrying about the background...