Performance with EAGLView on top of other views

I need to overlay the (mostly) transparent OpenGL view on top of some other views in my iOS application, but testing on my iPod touch (the first gen, albeit iPhone OS 3.1) gives very poor performance. I read http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Introduction/Introduction.html#//apple_ref/doc/uid/TP40008793-CH1-SW1 (OpenGL ES Programming Guide ) over Apple, which prevents the overlay of OpenGL views on top of others. But I need threaded power that has OpenGL views.

So my question is simply to minimize the impact of EAGLView blending on top of other views. Testing showed that only mixing accounts for 30% of the time. Any ideas?

What I'm looking for is probably just configurations for representing OpenGL, such as buffer size or byte size, or what it might be.

Application: http://itunes.apple.com/us/app/kick-ass-destroy-the-web/id436623109?mt=8

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This slide will help improve OpenGL rendering performance with UIKit.

  • Best of Both Worlds: Using UIKit with OpenGL
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