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Home/ Questions/Q 886167
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T13:01:31+00:00 2026-05-15T13:01:31+00:00

I made a simple game for the iPhone using OpenGL ES. Everything works fine

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I made a simple game for the iPhone using OpenGL ES. Everything works fine except for this problem:

I turn the phone completely off, then back on, then launch my app and I get this wierd flickering! Every other frame is correct… the incorrect frames are just the same frame over and over again. If I quit the app, launch it again everything is fine. If I quit and restart 10 times in a row everything is fine every time.

But if I turn the phone off, then back on, then launch the app I get the same flickering the first time I launch the app.

Why is this happening?!

Has anyone else had this problem?

Cheers!

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  1. Editorial Team
    Editorial Team
    2026-05-15T13:01:32+00:00Added an answer on May 15, 2026 at 1:01 pm

    Apple published additional information about this issue:

    Q: My OpenGL ES application flickers.
    Especially when running on iPhone 3GS,
    the flickering seems to happen every
    frame. How do I fix this problem?

    A: By default, the contents of a
    renderbuffer are invalidated after it
    is presented to the screen (by calling
    -EAGLContext/presentRenderbuffer:). Your application must completely
    redraw the contents of the
    renderbuffer every time you draw a
    frame, otherwise you may observe
    flickering or other unexpected
    results.

    You must provide a color to every
    pixel on the screen. At the beginning
    of your drawing code, it is a good
    idea to use glClear() to initialize
    the color buffer. A full-screen clear
    of each of your color, depth, and
    stencil buffers (if you’re using them)
    at the start of a frame can also
    generally improve your application’s
    performance.

    If your application needs to preserve
    the drawable contents between frames,
    you can add the option
    kEAGLDrawablePropertyRetainedBacking =
    YES to your CAEAGLLayer object’s
    drawableProperties property. Using
    this option requires additional memory
    and can reduce your application’s
    performance.

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