06-20-2012 02:27 PM
I notice that all of the OpenGL demos basically call render() in a tight loop in the main function. Are there any best-practice techniques to lock to a specific framerate, synchronize rendering to hardware cycle (for example, iOS provides CADisplayLink which is a timer that fires on VBlank intervals), etc?
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06-20-2012 03:11 PM
Unlike Android or iOS, Playbook NDK properly enforces the swap interval is syncs surface swaps (similarly to DirectX). So you shouldn't need timers to syncronize your render loop. If you are targetting 60FPS, eglSwapInterval(mEGLDisplay, 1); or 30FPS eglSwapInterval(mEGLDisplay, 2);