Sooo~ had something to do so sorry I’m answering now 
I tried BOTH version and none of them are working I still get a jittering… I’m not sure but it seems I’m doing something very simple very wrong.
All I do is the following:
public void update(GameContainer container, int delta) throws SlickException {
camera.update(delta);
dude.update(delta, container.getInput());
camera.setTarget(dude.getMapPostionX(), dude.getMapPostionY());
}
the camera update then does this:
currentPosition.x += (targetPosition.x - currentPosition.y) * speed; // I left the delta value away
currentPosition.y += (targetPosition.y - currentPosition.y) * speed;
dude is an entity class and does this:
public void update(int delta, Input in) {
if(in.isKeyDown(Input.KEY_DOWN))
position.y += moveSpeed * delta;
if(in.isKeyDown(Input.KEY_UP))
position.y -= moveSpeed * delta;
if(in.isKeyDown(Input.KEY_RIGHT))
position.x += moveSpeed * delta;
if(in.isKeyDown(Input.KEY_LEFT))
position.x -= moveSpeed * delta;
if(position.x < 0)
position.x = 0;
if(position.y < 0)
position.y = 0;
}
now i set the camera to the position of the entity (I set the values so that the entity is centered):
public float getMapPostionX() {
return position.x - SimpleCamGame.WIDTH / 4 + object.getHeight() / 2;
}
public float getMapPostionY() {
return position.y - SimpleCamGame.HEIGHT / 4 + object.getWidth() / 2;
}
Then we come to the render method, where I do this:
public void render(GameContainer container, Graphics g) throws SlickException {
camera.translate(g);
// before the dude the grid will be drawn here, I left it because there is nothing wrong with it.
dude.render(g);
g.resetTransform();
g.drawString("Player Speed (W/S): " + dude.moveSpeed, 10, 25);
g.drawString("Camera Speed (E/D): " + camera.fadeSpeed, 10, 40);
}
camera translate does this:
public void translate(Graphics g) {
g.scale(2, 2);
g.translate(-FastMath.round(currentPosition.x), -FastMath.round(currentPosition.y));
}
And the entity render looks like this (object is the image):
public void render(Graphics g) {
object.draw(FastMath.round(position.x), FastMath.round(position.y));
}
Oh and FastMath.round(float value) does this:
public static int round(float value) {
if(value < 0)
return (int)(value - 0.5f);
else
return (int)(value + 0.5f);
}
(I know it pretty dull .__. I just don’t want any subpixels and I tried it without round two which made it jitter too).
I can’t see where there might be a problem (except for strang float values and I do not think Slick is responsible for it :))…
Funny Fact: If I cap my Framerate to 60 and round the values of the postion of the player after there changed and doing the same for the camera the jittering goes away and gives me something like pixel-interpolation-thingie :emo:
Are there any examples out there I can try? (It really bugs me that I have a problem with something so simple ;_