OpenGL and timers

Hello

I noticed that all the demos OpenGL basically call render() in a loop in the main function. Are there best practices techniques to lock in a specific framerate, synchronize to the material cycle (for example, iOS provides CADisplayLink which is a timer that fires at intervals VBlank), etc.?

Thank you

Dan.

Hi Dan,.

Unlike Android or iOS, Playbook NDK apply properly swap interval is surface swaps syncs (similar to DirectX). So you should not need timers to synchronize your render loop. If you are targeting 60 fps, eglSwapInterval (mEGLDisplay, 1); or 30 images/s eglSwapInterval (mEGLDisplay, 2);

Kind regards

Stéphane

Tags: BlackBerry Developers

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    Luz

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