I have big problem with my app on the iPhone. It's extremly slow. ( I run it on the simulator, but on device it's even slower) I'm using the newest Xcode and run it on the 4.0 simulator.
When I render 10 quads, I have 60 FPS. When I render 30 quads, I have 30 FPS
What's going on?
Here's my render function
(void)render
{
// Replace the implementation of this method to do your own custom drawing
// This application only creates a single context which is already set current at this point.
// This call is redundant, but needed if dealing with multiple contexts.
[EAGLContext setCurrentContext:context];
// This application only creates a single default framebuffer which is already bound at this point.
// This call is redundant, but needed if dealing with multiple framebuffers.
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
static int obieg = 0;
NSLog(@"wartosc: %i", obieg);
obieg++;
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glRotatef(-90, 0, 0, 1);
glOrthof(0.0, 800, 0.0, 500, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0, 0.0, -1.0f);
glDisable(GL_TEXTURE_2D);
for(int i=0; i<10; i++)
{
GLfloat squareVertices[] = {
100.0f, 400.0f,
500.5f, 400.0f,
500.5f, 50.33f,
100.0f, 50.33f
};
glVertexPointer(2, GL_FLOAT, 0, squareVertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
// This application only creates a single color renderbuffer which is already bound at this point.
// This call is redundant, but needed if dealing with multiple renderbuffers.
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
So what's can be wrong with that? Maybe I made some changes in project settings?
I guess that iPhone can rener even thousand triangles, not only few...