If I remember correctly OpenGL internally has a limit to the number of
items it can hold in it's display list.  When the list gets full it's
starts drawing rather than dropping your items.  To achieve this it
flips the buffers and draws the remaining items on the live screen.

If I am remembering correcly this could explain what you are seeing.

--
Ruchard

On Oct 3, 8:08 pm, Jeremy Slade <[email protected]> wrote:
> I'm trying to clean up some rendering issues for a 3D game --
> CowPotato (http://www.cyrket.com/package/
> com.froogloid.android.cowpotato).  I could use some help on one issue.
>
> Basically I'm seeing some flickering, like the next frame is getting
> flushed before everything is drawn.  It is definitely the last few
> items in my display list that seem to flicker -- if I reorder the
> list, it's always the last part of the list that flickers.
>
> I understand that the GLSurfaceView automatically provides double-
> buffering -- it certainly appears to be the case looking at the
> source.  So any suggestions as to why I might be seeing flicker?  I
> put counters into the drawing methods to make sure that all the
> objects are called each frame, they just don't show up on screen all
> the time.
>
> Any insight would be appreciated.
>
> Jeremy
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