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Introduction

I made an iOS OpenGL app, which has 3 different views. After the first view is "finished" (I touched something), there is a segue to the second view, etc..

Every view has it's own OpenGL rendering logic. Everything is working perfectly so far.

Problem

If I now keep my finger on the screen (or keep pressing the mouse in the simulator), my segue is still working, but my OpenGL view is not shown.

Any ideas why? Is this a common problem?

Already tried

  • I already tried to call touchesEnded (manually) in my call to touchStart, but this does not seem to solve the problem.
Nicol Bolas
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apfelbox
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  • A possible solution would be to delay any action to the `touchesEnded` method, but this would take some rather big rewriting (since there are several components involved). – apfelbox May 22 '12 at 21:31
  • Is your OpenGL ES rendering logic triggered from the main thread (via a timer or some other means)? In particular, CADisplayLink may need to be set to use another run loop mode, if you're using that to update your rendering: http://stackoverflow.com/a/4878182/19679 – Brad Larson May 23 '12 at 19:47
  • Thank you for your suggestion. If I log my calls (via a timer) to my custom draw method, I can see, that it is indeed called correctly. But the open gl view is never shown. Everything is working correctly, except if I leave my finger on the screen during the segue. – apfelbox May 27 '12 at 23:04

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