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iOS: Non-continuous rendering #1674
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Any chance for a pullrequest? :) |
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? |
I believe so, but i'd have to check through the 100+ tests as well to find it :) |
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! |
My customers have noticed that this does have an effect:
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Should be fixed by #2419. I'll confirm in the next day or so. |
Non-continuous rendering has been implemented and verified. |
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 theviewWillAppear(boolean)
method with a call tosetPaused(true)
is enough to make the GLKViewController render on demand.The text was updated successfully, but these errors were encountered: