Closed Fidge123 closed 9 years ago
Is this still the case? I thought that reducing the terrain cull radius had fixed it.
this is most likey a problem with Qt and threads. Should check if Qt::DirectConnection is necessary for signal/slots that are used (sync, render etc.) as it fixed similar problems for Android where QtMetaObject::invokeMethod that were connect directly caused problems
i dont know why but it runs smooth-ish now. see other issues for known bugs
we only get under 10 fps on iOS