I am creating a game loop and I need to be able to call onDrawFrame (from inside the renderer manually) in order to “skip frames” if I find that I am falling behind on processes.
Currently I have a GLSurfaceView class that calls
setRenderer(glSurfaceRenderer);
With this set up I understand that onDrawFrame is called every tick.
I tried putting the above call inside a method so that I could call it from inside my game loop but on the second run of the game loop I crash with the message saying
setRenderer has already been called for this instance
Is there a way to call the renderer manually every frame
Will just calling the
onDrawFrame
method work properly. Or is it not good practice to control the renderer in such a way when using openGL
I don’t see how calling
setRenderer()nor manually callingonDrawFrame()in the game loop will solve anything. You should refactor your rendering calls to take into account the time it takes draw so in other words time based animation. In any case manually callingonDrawFrame()without a call toeglMakeCurrent()before any drawing calls won’t work as you have both the renderer and game loop thread drawing.Edit: Since you are using GLSurfaceView, you can call
requestRender()from your game loop to trigger a render if you feelRENDERMODE_CONTINUOUSLYis too slow for you.