#1 Members - Reputation: 100
Posted 26 December 2011 - 06:11 PM
#2 Members - Reputation: 284
Posted 30 December 2011 - 08:11 AM
Are you using device or simulator? Sometimes simulator produce some garbage
If you are sure that presenting buffer is problem than you should report bug
But first think I should try is to present render buffer in loop with no other operation (only [myView presentRenderBuffer] ) with break point at end
You should also check for event which calls your render buffer creation
If you are using iOS 5 you should also read about ARC
#3 Members - Reputation: 275
Posted 01 January 2012 - 12:15 AM
Are you by chance creating a new framebuffer each frame accidentally? If you're drawing into a 32 bit pixel format at 480x320, that could account for the 5kb increase you're seeing. I would also try setting the
kEAGLDrawablePropertyRetainedBacking
property on your EAGLDrawable to NO.
I would agree that presentRenderBuffer is most likely not your problem. It just be might that the presentRenderBuffer triggers a context flush, so you would be seeing the effects of your previous gl* calls as well -- which means all of your GLES code should be suspect.
#4 Members - Reputation: 544
Posted 01 January 2012 - 09:44 AM






