This is apparently a problem with the Fire-specific GPU, and I will be grateful for any help or suggestions.
For the most part, my tower defense game is capable of launching 60 frames per second, even with dozens of enemies and towers of all firing in each direction. However, in seemingly random times (even though nothing happens - for example, sitting in the main menu), very evenly spaced 400 ฮผs pauses pause the game at intervals of about 2-3 seconds. Then, the nuts suddenly disappear, and 16x16 pixel texture blocks will randomly display.
These two glitches seem mutually exclusive, and, as I already said, this can be caused simply by the start of the game and the transition from the main menu to the level selection screen, where minimal resources are loaded and a little logic of the game occurs. I use OpenSL for sound effects, and I noticed that disabling sfx changed the autofocus duration to 280 ms.
Then I manually forced the frame rate from 60 frames per second to 30 frames per second (by inserting sleep into the frame cycle loop), and both glitches completely disappeared.
Here is a screen caption showing the texture, not the rendering. This error occurs on all 32-bit rendering surfaces, regardless of the depth / stencil values โโand whether color backlighting is turned on.
Thanks!
EDIT: Actually, the flicker of the texture appears to occur at any frame rate, however, somewhere between 40 and 45 frames per second, the 400-meter auto-stop leaves.
source share