In an attempt to smooth out stairstepping effect when locking the view to the layer, the mapView now stores the frustum as doubles. Stair stepping is still visible, though.
Do the reentering calculations in double. Lock view to layer is now smooth as silk.
Don’t try to request tiles at zoom level 20.
Merge branch 'doublePrecisionCamera'
The beginnings of an implementation where all the particles will be supplied as a vertex list and then shaded via GLSL. Hopefully faster than the existing, slow Cinder circles.
Added vertex and fragment shaders.
The basic idea. Compiles.
Don’t forget to free the particle buffer.
And don’t forget to clear the particle drawlist after drawing the particles.
Trying some stuff. It’s not working yet . . .
Display lists to the rescue.
Scale the particle up on Retina displays.
Updating the project files.
Merge branch 'fasterParticles' of github.com:dal/RunParticles into fasterParticles