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Only render when we need to #43
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Assuming that on iOS, this means a move to a |
We should be able to solve this on OS X by posting an I will work on iOS first -- this should move to a |
@incanus I've had got success setting |
I was experimenting with pausing the |
why do do this? |
Yeah I've been thinking about this, that it's somewhat unconventional, and how to best start/stop rendering. This buys a few seconds of render passes after significant actions (gestures, tile loads, etc.) which had caused an update. We may be able to just I will reopen this to flag that I should take another look -- was just on my mental todo before. |
Nah, this is a good way to do this. Actions which require render updates (gestures, tile loads, etc.) un-pause the display link passes, as well as cancel previous requests to re-pause the passes. Once things die down, a (three second) future re-pause call kicks in and stops renders until the next significant action. |
I'm concerned that 3 seconds is an arbitrary value. Instead, we should algorithmically determine if we need a rerender (like on WebGL). |
Ok. Lower priority, but I'll take another pass at this. We might be fighting |
This is superseded by #161. |
This is also done by moving to libuv, so not related to GLKit (which is iOS specific anyway). |
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