On 15/06/2010, at 6:51 AM, Dorkmaster Flek wrote:
> I was playing with the new parallax parameter of the ScrollableLayer
> class in the 0.3.1 beta version, and I noticed that if the parallax
> rate is not a whole number (ex. 0.5 or 0.25 in my case), this results
> in fractional pixel values for the focal point, which in turn causes
> OpenGL to interpolate colours and transparency values between the two
> pixels.  This basically leads to graphical glitches around the edge of
> the parallax layer by the transparencies in it, which mine has because
> it's a sky background with a moon in my case.

Yes, you need to be very careful about what textures you use or what parallax 
values you use. I've got a game that uses a parallax value of .618 (hi, golden 
ratio) for the background which is a single repeated texture. Looks beautiful 
:-)


    Richard

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