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PocketMatrix • View topic - MBXGLEngine, opengl_error_break
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MBXGLEngine, opengl_error_break


MBXGLEngine, opengl_error_break

Postby tinybulb.com » Jul 3, 2009 @ 11:05pm

Hi, All

After moving to iPhone OS 3.0 game started to work significantly slower. As I found from Shark 22% of time takes opengl_error_break call from library MBXGLEngine. I tried to make symbolic link on opengl_error_break and it seems that application never stops on it. glGetError() always returns 0. Anyone have idea what it can be and how I can avoid it? It seems that with this speed decrease my game become unplayable :-/

Thanks in advance,
NL
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Postby tinybulb.com » Jul 4, 2009 @ 10:00am

Ok. I dig deeper on apple forums and found that current SDK imports not so much symbols from OGL implementation as results almost any call to OGL library is shown as opengl_error_break. Length of symbol is 140 kb, so it is definitely not small OGL call but whole OGL stack :-/ So, there is no such bottle-neck "opengl_error_break", but performance definitely extremely slowed-down :-/
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Postby edge » Jul 6, 2009 @ 2:01pm

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Postby tinybulb.com » Jul 6, 2009 @ 3:02pm

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Postby edge » Jul 14, 2009 @ 10:29am

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