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Re: Capturing the *current* OpenGL ES frame
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Re: Capturing the *current* OpenGL ES frame


  • Subject: Re: Capturing the *current* OpenGL ES frame
  • From: Jeff Kelley <email@hidden>
  • Date: Thu, 27 Mar 2014 21:50:43 -0400

While I wasn’t able to exactly get the first frame captured (I tried a few different permutations of where to put the breakpoint vs. where to call -presentRenderbuffer:), this did shed some more light on my particular issue—I’m pretty sure I have a race condition on loading texture data. Thanks!

(And by the way, the OpenGL ES debugging tools in Xcode have been invaluable to me as I learn OpenGL. We’re close to shipping this app, and every new feature I learn about is blowing my mind. You guys rock.)


Jeff Kelley

email@hidden | @SlaunchaMan | jeffkelley.org


On Thu, Mar 27, 2014 at 4:56 PM, Han Ming Ong <email@hidden> wrote:
I spoke to someone who did the work and this is what he has to say:

Try inserting a [EAGLContext presentRenderbuffer] call before the first ‘real’ frame

HTH, Han Ming


On Mar 24, 2014, at 8:52 AM, Jeff Kelley <email@hidden> wrote:

I’m trying to debug something in my app where the first OpenGL ES frame has some weird behaviors. If I put a breakpoint in my -glkView:drawInRect: method and add a “Capture OpenGL ES Frame” action to the breakpoint, it fires, but it captures the next frame, not the current one.

Is there a way to capture the current frame?


Jeff Kelley

email@hidden | @SlaunchaMan | jeffkelley.org
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References: 
 >Capturing the *current* OpenGL ES frame (From: Jeff Kelley <email@hidden>)
 >Re: Capturing the *current* OpenGL ES frame (From: Han Ming Ong <email@hidden>)

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