Everything was OK, until yesterday when my app started to behave weirdly. It works OK on simulator but on iPhone4 it performs one additional cycle even after stopping it. Here\'s my initializer that c
Okay, so I\'ve been completely stumped by this compiler error for hours, and the problem is that all the googling I\'ve done says it should work the way I have it!I\'m followin开发者_Python百科g a boo
I am working on a game that essentially has two timers to control gameplay. One timer is a CADisplayLink that makes a call to redraw the display (with OpenGL) every frame, so slightly under 60 Hz. The
I have a CADisplayLink that triggers a draw method in a Director object. I want to invalidate the CADisplayLink and then deallocate some singleton Cache objects that are used by the Director object. T
I\'m currently using CADisplayLink to show an OpenGL animation which work开发者_如何学Cs great. Sometimes, however a parameter changes and I need to redraw the view immediately and can\'t wait until t
I\'ve noticed that when using CADisplayLink, exceptions just get swallowed: CADisplayLink *aDisplayLink = [[UIScreen mainScreen] displayLinkWithTarget:self selector:@selector(doIt)];
Hi everybody I\'m french so scuse me for my bad english. So my problem is when I use CADisplayLink to animate one i开发者_开发知识库mage at 60fps, it works fine but when I want to animate two image I
I want to use CADisplayLink instead of NSTimer for an animation of a ball which is just moving, but with CADisplayLink it doesn\'t work.What could be the problem in the following code?
I\'ve just started playing with OpenGL ES, mostly on iPad and have noticed some problems I cannot find the answer to. First I\'ve tried using two EAGLViews using separate renderers in the same window.
I have implemented CADisplayLink, but yet it behaves similar to NSTimer in that when there are a lot of draws it locks the fps to 40 and never gets out of there, even if there are a lot fewer draws af