Low Performance When Execute Eglswapbuffer And Eglmakecurrent
I'm developing an Android Unity Plugin that allows user to record his/her gameplay Overview of my solution: Using OpenGl FrameBufferObject (FBO) to make Unity render offscreen to
Solution 1:
A lot of OpenGL calls are assync, and some calls may cause the OpenGL wait the queued operations to execute. So the times you are seen are because of the other calls that execute before the actual call you are doing.
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