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Posts: 6 | Thanked: 12 times | Joined on Dec 2009

No, I haven't tried it, but will do that at the next opportunity. I doubt that this is the cause of the problem, though, as my problem is not CPU related (my app uses about 1.5% CPU time) and in fact the problem is that I am rendering too fast and not too slowly.

Btw: While mose GL tutorials tell you to call glViewport in the resize event handler, you can be pretty sure (as long as the GL(ES) implementation isn't completely broken) that a glViewport call per frame isn't the cause for any performance issues. In fact, there are very valid reasons to call glViewport multiple times per frame - think of split screen games or rendering to textures.

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