Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 7162117
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 28, 20262026-05-28T13:40:55+00:00 2026-05-28T13:40:55+00:00

I ran the OpenGL ES Analysis tool from Instruments in my app, and it

  • 0

I ran the OpenGL ES Analysis tool from Instruments in my app, and it stated that after compiling the shader, I should make a call to glDrawArrays in a prewarming pass. So I checked the time of some shaders I wrote, and indeed the first time the program run it is much slower.

In my code I have a generic shader loader, which doesn’t know the shader uniforms/attributes, it just compile it. And it seems that the best place to prewarm the shader is there (so I don’t need to add glDrawArrays everywhere). I tryed adding this in my shader loader:

glUseProgram(prog);
glDrawArrays(GL_TRIANGLES, 0, 0);

It fixed the delay, but since I’m not setting any uniforms/attributes I’m not sure if it is safe. Also it somehow looks like a workaround. What is the best way to prewarm the program?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-28T13:40:55+00:00Added an answer on May 28, 2026 at 1:40 pm

    your code is (almost) perfectly safe. The uniforms are not a problem since they do contain some default values. As for the attributes, it is not a problem either since you are not emitting any vertices.

    On the other hand, this may be the easiest way to prewarm the shaders, but may not be the best one. A similar techniques were used back at a time to prewarm textures (to fill the texture cache). It was usually done by rendering a few frames while not displaying the output. This was seen for example in Unreal Tournament, it displayed “Precaching” for a short while after loading the level. I’d suggest doing the same.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I ran into an issue while compiling an openGl code. The thing is that
I just started working with OpenGL, but I ran into a problem after implementing
I've been testing my OpenGL ES 2 app on various phones. I've ran into
Ran into a problem. I have a spawned thread that must call its finally
I've just started with opengl but I ran into some strange behaviour. Below I
I ran into an issue with an IIS web app shutting down an idle
I ran across the following code in Ely Greenfield's SuperImage from his Book component
I ran into the problem that my primary key sequence is not in sync
I ran into an interesting behavior recently. It seems that if I override .equals()
Ran into an issue today that I have not been able to resolve. I

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.