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iOS: Non-continuous rendering #1674

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BlueRiverInteractive opened this issue Apr 10, 2014 · 7 comments
Closed

iOS: Non-continuous rendering #1674

BlueRiverInteractive opened this issue Apr 10, 2014 · 7 comments

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@BlueRiverInteractive
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I saw that there are still a few FIXME in the IOSGraphics class, two of them which could already be removed (GL 1.x support and the Configuration flags) and the one about non-continuous rendering, for which I have found an easy solution:
http://stackoverflow.com/questions/7747742/on-demand-opengl-es-rendering-using-glkit

It seems that setting resumeOnDidBecomeActive to false and overriding the viewWillAppear(boolean) method with a call to setPaused(true) is enough to make the GLKViewController render on demand.

@badlogic
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Any chance for a pullrequest? :)

@BlueRiverInteractive
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I'll look into it once I find the time :) Is there already some test class for non continuous rendering which I can use for testing?

@badlogic
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I believe so, but i'd have to check through the 100+ tests as well to find it :)

@mikemee
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mikemee commented Jul 28, 2014

This test perhaps: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/DirtyRenderingTest.java

I've also 'subscribed' to this issue and have an app that I can quickly test against. Thanks in advance!

@davebaol davebaol added the ios label Oct 2, 2014
@mikemee
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mikemee commented Oct 5, 2014

My customers have noticed that this does have an effect:

I also have some feedback on the new update [libGDX-based]. Working out the puzzles seems to be a significant drain of battery power. That wasn't happening before the upgrades [Obj-C version].

@mikemee
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mikemee commented Oct 6, 2014

Should be fixed by #2419. I'll confirm in the next day or so.

@MobiDevelop
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Non-continuous rendering has been implemented and verified.

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