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Home/ Questions/Q 7523049
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T02:41:03+00:00 2026-05-30T02:41:03+00:00

I have a method called startAnimation: -(void)startAnimation{ 1: self.animationTimer=[NSTimer scheduledTimerWithTimeInterval:1/60 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES];

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I have a method called startAnimation:

-(void)startAnimation{
1:   self.animationTimer=[NSTimer scheduledTimerWithTimeInterval:1/60
     target:self selector:@selector(gameLoop)
           userInfo:nil repeats:YES];
2: //[self gameLoop]
{

The gameLoop method is like this:

-(void)gameLoop{
   [self updateModel];
   [self render]
{

Now, a very strange thing happens. If I comment the line 1 and uncomment the line 2 in startAnimation method I will not get the objects rendered to my screen. I thought rendering might require continuously calling the gameLoop metod. But even if I set the timer to not repeat (so repats:NO) objects are drawn. It means calling the gameLoop method just once, but from an NStimer object is enough. But if I call the gameLoop method manually I do not get the objects drawn. I tried calling the method inside a loop which executes 100 times. It did not help either. Is there something special with the timers in regards with OPENGL?Sorry for the question if it’s too immature.

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  1. Editorial Team
    Editorial Team
    2026-05-30T02:41:04+00:00Added an answer on May 30, 2026 at 2:41 am

    It´s been some time since you asked but the problem there is that the time interval is set to 1/60, which is 0 because it´s using the integer division. You should use 1.0/60.0 instead.

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