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.
iPad (3rd gen), iPad, glFlush() 0,5 (2 ) 15 (2 + 100 ), displaylink. iPhone, glFlush() 15 , , ( !). 2x (, iPhone, iPad), , glFlush : 15 , 30 , 15 , 30 . , iPhone iPad iPad, - glFlush() iPhone (, iPHone iPad)!
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