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Home/ Questions/Q 6772257
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T15:31:43+00:00 2026-05-26T15:31:43+00:00

I am looking into converting my OpenGL rendering code to take advantage of a

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I am looking into converting my OpenGL rendering code to take advantage of a few features of GLKit (namely the asynchronous texture loading and the automation provided by GLKView/Controller). However, it appears that the classes are designed mainly to accommodate people rendering using an animation loop, whereas I’m working with on-demand rendering. Additionally, some of the rendering is to a texture rather than the GLKView’s framebuffer, so should I be looking to just subclass the GLKView and add additional FBOs?

Is there a recommended approach for this type of setup? I would expect something along the lines of:

  • Set the view controller’s preferredFramesPerSecond to 0, or just
    pause the frame updates?
  • Ignore the glkViewControllerUpdate or glkView:drawInRect: methods
    and just draw what I need, when I need it.
  • Use the view’s setNeedsDisplay as with a normal UIView in order
    to display the frame (do I need to call bindDrawable given that I
    will be rendering to a texture as well?).

Perhaps it’s not worth the effort if this is not what the new API is designed for? I wish the documentation was a little more thorough than it is. Perhaps more samples will be provided when the API has ‘matured’ a little…

Thanks

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  1. Editorial Team
    Editorial Team
    2026-05-26T15:31:44+00:00Added an answer on May 26, 2026 at 3:31 pm

    The approach I ended up using was to not bother with the GLKViewController, but just use GLKView directly under a UIViewController subclass.

    Clearly, the GLKViewController is intended for use by people who need a consistent rendering loop for apps such as games. Without it, drawing to the GLKView is as simple as calling [glkView setNeedsDisplay]. Be sure to set enableSetNeedsDisplay to YES in order to enable this behaviour.

    If you did still want to make use of a GLKViewController, you can disable the animation rendering loop in viewWillAppear like so:

    - (void)viewWillAppear:(BOOL)animated
    {
        [super viewWillAppear:animated];    // setPaused automatically set to NO in super's implementation
    
        [self setPaused:YES];
    }
    

    Also, set resumeOnDidBecomeActive to NO to prevent the view controller from resuming again automatically.

    Using a plain UIViewController with a GLKView is perfectly acceptable however, and I have seen it recommended by an Apple engineer as an appropriate way to perform on-demand drawing.

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