Hello,
I have the fallowing situation using vertex buffers in OpenGL on iPad: - render some objects with 30 FPS - delete the objects and create new ones(kill all entities and spawn others) - render the new objects
The FPS drops to 10 for few seconds and slowly recovers to 30. I used some timers and I saw that render time increases from 30ms to 100ms for few seconds. Update time is increasing only when loading new objects(one frame) and send to render time is constant. I think the problem is with vertex buffers caching. Is there a way to force caching instead of waiting for OpenGL to do so? Do you have other opinions about this problem?