On Jun 14, 6:13 pm, claudio canepa <[email protected]> wrote:
> Thanks for the report.
> Yes, probably some intify for the x-y derived from parallax should be
> applied. I will look at this.
>
> I have some doubts about if your solution will work when the
> ScrollingManager instance has .scale != 1.0 , say, 1.11, but when not
> allowing zoom that can be a good solution.
>
> Any chance that you can post a scene demoing the problem ?
>
> --
> claudio

Thanks claudio.  I'm at work right now, but I'll see if I can create a
very simple stand-alone example of it when I get home tonight.

On Jun 14, 8:59 pm, Richard Jones <[email protected]> wrote:
> 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

Indeed.  As I said, converting to integers fixed the problem for my
scene, but I'm not sure if this is correct in all cases.  :)

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