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[fixed] synch block in onDrawFrame was way to big. Minimized it down to the minimum...
authorbadlogicgames <badlogicgames@6c4fd544-2939-11df-bb46-9574ba5d0bfa>
Wed, 1 Dec 2010 23:08:30 +0000 (23:08 +0000)
committerbadlogicgames <badlogicgames@6c4fd544-2939-11df-bb46-9574ba5d0bfa>
Wed, 1 Dec 2010 23:08:30 +0000 (23:08 +0000)
commit3986f19fdb8f932f1793000c4de39d635bf19e2f
treee8c759a713de5cd62752f58f1b036a81ebf9c83c
parent1c39ee7f4f0cb7fc65825b02cb38dda0bf288338
[fixed] synch block in onDrawFrame was way to big. Minimized it down to the minimum. More code but chances that the onPause() event will catch the pause state change are a lot higher (waiting time for thread closing is much smaller).
backends/gdx-backend-android/src/com/badlogic/gdx/backends/android/AndroidGraphics.java