GlFlush () time varies from frame to frame with the same content on iPhone

this question is related to presentRenderbuffer: GL_RENDERBUFFER_OES is time consuming

I have a simple 2D game (with several sprites). The glFlush () runtime varies from 1 ms to 30 ms with the same frame content. You know why? I am sure that I do not have the contents of the frame changed from one frame to another, when I calculate this, it is a static scene with about 30 sprites. I use ~ 5MB of texture memory with an additional 4 MB allocated for texture loading. I am using opengles 1.1 in one thread. I have other steps, but they do not use opengl. This behavior is observed on iPhone 3G with iOS 4.2.

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Source: https://habr.com/ru/post/1795081/


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