iphone Programming Glossary: framerenderingsemaphore
UITableView & UIScrollview stop cocos2d animations http://stackoverflow.com/questions/15185720/uitableview-uiscrollview-stop-cocos2d-animations is what is the reason of such freezing and how can i avoid it void mainLoop id sender if dispatch_semaphore_wait frameRenderingSemaphore DISPATCH_TIME_NOW 0 return if self.useCocoaFriendlyRendering dispatch_sync frameRenderingDispatchQueue ^ HERE dispatch_async.. CCGLView self view EAGLContext setCurrentContext openGLview.context self drawScene dispatch_semaphore_signal frameRenderingSemaphore else CCGLView openGLview CCGLView self view EAGLContext setCurrentContext openGLview.context self drawScene dispatch_semaphore_signal.. CCGLView self view EAGLContext setCurrentContext openGLview.context self drawScene dispatch_semaphore_signal frameRenderingSemaphore iphone ios objective c uitableview cocos2d share improve this question The reason is because UIKit views are not designed..
CADisplayLink OpenGL rendering breaks UIScrollView behaviour http://stackoverflow.com/questions/5944050/cadisplaylink-opengl-rendering-breaks-uiscrollview-behaviour the same time. Then within your CADisplayLink callback you can use code like the following if dispatch_semaphore_wait frameRenderingSemaphore DISPATCH_TIME_NOW 0 return dispatch_async openGLESContextQueue ^ EAGLContext setCurrentContext context Render here dispatch_semaphore_signal.. dispatch_async openGLESContextQueue ^ EAGLContext setCurrentContext context Render here dispatch_semaphore_signal frameRenderingSemaphore where frameRenderingSemaphore is created earlier as follows frameRenderingSemaphore dispatch_semaphore_create 1 This code.. ^ EAGLContext setCurrentContext context Render here dispatch_semaphore_signal frameRenderingSemaphore where frameRenderingSemaphore is created earlier as follows frameRenderingSemaphore dispatch_semaphore_create 1 This code will only add a new frame rendering..
Using Grand Central Dispatch, how can I check if there is a block already running? http://stackoverflow.com/questions/6694439/using-grand-central-dispatch-how-can-i-check-if-there-is-a-block-already-runnin of a second to render . I describe some of this in my answer here using the following code if dispatch_semaphore_wait frameRenderingSemaphore DISPATCH_TIME_NOW 0 return dispatch_async openGLESContextQueue ^ EAGLContext setCurrentContext context Render here dispatch_semaphore_signal.. dispatch_async openGLESContextQueue ^ EAGLContext setCurrentContext context Render here dispatch_semaphore_signal frameRenderingSemaphore where frameRenderingSemaphore is created earlier as follows frameRenderingSemaphore dispatch_semaphore_create 1 If you create.. ^ EAGLContext setCurrentContext context Render here dispatch_semaphore_signal frameRenderingSemaphore where frameRenderingSemaphore is created earlier as follows frameRenderingSemaphore dispatch_semaphore_create 1 If you create a similar semaphore for..
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