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