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I use a GLCanvas and an Animator to draw things. At the beginning of display(), before actually drawing things, I do a bunch of checks and math. That code also happens to let me know if I actually need to redraw this frame. Is it possible to check if a call to display() was required (maybe the window was resized, etc.) or if it can be skipped? And if it can be skipped, how do I do that?
I know I could just render to an off screen framebuffer, and blit that on screen. But "just" blitting on every vsync still uses a lot of processing power. It would be best if I could abort display() calls entirely.
Thanks,
-Farrell
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