Ryan Routon
FarSight Employee
- Feb 24, 2012
- 1,394
- 0
I am looking into the framerate issues with the custom balls, let me give you a bit of technical background on how these are handled. For the regular ball (non-custom) the ball should not appear to rotate, and look just as it did previously. When the custom ball is switched on balls become much more expensive (relatively) than the old way for these reasons. 1) Custom balls are being drawn twice, once for the custom texture, and twice for the transparent outer shell that represents the reflection. 2) the alpha blend between the outer and inner shell can be costly on older devices at the edge of their performance. You were seeing the "ghost" ball because when you home out our app loses the openGL context and the opaque flag wasn't getting set back up again.
We played with other ways around this but currently this is the solution that we have come up with. Why you are seeing slowdown without custom on I am not sure, I will have to take a look.
The Scared stiff ending will be fixed and I will take another crack at BS, not sure why portrait got messed up like that =\
Still catching up from the holidays and personal stuff ( I hate insurance companies ) but hopefully I will have something to you guys soon.
We played with other ways around this but currently this is the solution that we have come up with. Why you are seeing slowdown without custom on I am not sure, I will have to take a look.
The Scared stiff ending will be fixed and I will take another crack at BS, not sure why portrait got messed up like that =\
Still catching up from the holidays and personal stuff ( I hate insurance companies ) but hopefully I will have something to you guys soon.