Hi Guys,
I have an issue where the same program, when launched from the device
that potentially runs at 40 FPS, can start at 40 FPS, or it can start anywhere
from 22-30 FPS, and then make it's way up to 40 FPS within the first
minute of being launched.
I have tried doing the whole program inside a DrawRect routine,
calling setNeedsDisplay on a timer set to fire 50 times per second,
Also, I have tried PerformSelectoronThread:setNeedsDisplay,
so then I don't need to call it on a timer.
Next, I tried the simplest DrawRect routine like this:
where all drawing code is in a refresh routine called by a timer
in the ViewController.
Finally today, I robbed from a GL sample, the code that starts a runloop watching the screen refresh,
and fires the same code that the timer was calling,
but now there is no timer in the program at all.
Any ideas as to why it's still happening?
I expect FPS count to change from device to device, but not from launch to launch.
Cheers, Art.
I have an issue where the same program, when launched from the device
that potentially runs at 40 FPS, can start at 40 FPS, or it can start anywhere
from 22-30 FPS, and then make it's way up to 40 FPS within the first
minute of being launched.
I have tried doing the whole program inside a DrawRect routine,
calling setNeedsDisplay on a timer set to fire 50 times per second,
Also, I have tried PerformSelectoronThread:setNeedsDisplay,
so then I don't need to call it on a timer.
Next, I tried the simplest DrawRect routine like this:
Code:
- (void)drawRect:(CGRect)rect {
[myImage drawInRect:rectx];
}
in the ViewController.
Finally today, I robbed from a GL sample, the code that starts a runloop watching the screen refresh,
and fires the same code that the timer was calling,
but now there is no timer in the program at all.
Any ideas as to why it's still happening?
I expect FPS count to change from device to device, but not from launch to launch.
Cheers, Art.