[solved] drawing outside the draw() loop


Is it possible to draw an ofImage outside the main draw() loop show it in the screen without any delay (in the iPhone)?

I tried glFlush() and glFinish() after the ofImage.draw() but that didn’t work :\



Finally I found it. In case that somebody needs it in the iPhone, just put this after your drawing code.

       [ofxiPhoneGetGLView() finishRender];  

Perfect to show that “Loading” message when parsing levels or doing any other thing that will hang the program for a (few) seconds