I have created a game using OGRE that runs ok in Windows and Android. When trying to run it on an Ipad, it runs ok at first, showing graphics correctly, but when choosing level in the game, it stops rendering. It keeps showing the same screen while on the background it normally compiles all the shaders and the game logic continues. It reacts normally in touch as I can see from the log files. It even gives me normal stats (trigangles and fps), like it does render, but not on the screen. When choosing level it creates a destroys a resource group and loads another one and creates a new SceneManager.
What could go wrong?
IOS stops rendering
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- Goblin
- Posts: 262
- Joined: Fri Nov 18, 2011 6:50 pm
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Re: IOS stops rendering
Does your game load a level at startup that works, or does it do something different at startup than when you load a level?
Do you destroy/recreate your RenderWindow as well?
Do you destroy/recreate your RenderWindow as well?
Looking to find experienced Ogre & shader developers/artists. PM me with a contact email address if interested.
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- Gnoblar
- Posts: 23
- Joined: Tue Aug 07, 2012 11:05 am
Re: IOS stops rendering
Problem is that between level 1 and 2 I destroy and recreate sceneManager, viewports, camera. If I start at level 2 it renders correctly. I tried not to destroy/recreate but keep the same sceneManager, viewport, camera and everything works fine. So the problem happens when destroying the above. I can change my code to not destroy the objets, but I am curious why this is happeing.
Finally, no, I do not destroy renderwindow.
Finally, no, I do not destroy renderwindow.
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- Halfling
- Posts: 41
- Joined: Sat Feb 16, 2013 2:18 am
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Re: IOS stops rendering
I have this same issue. Very frustrating.