{"action":"created","issue":{"url":"https://api.github.com/repos/gonetz/GLideN64/issues/693","labels_url":"https://api.github.com/repos/gonetz/GLideN64/issues/693/labels{/name}","comments_url":"https://api.github.com/repos/gonetz/GLideN64/issues/693/comments","events_url":"https://api.github.com/repos/gonetz/GLideN64/issues/693/events","html_url":"https://github.com/gonetz/GLideN64/issues/693","id":103942395,"number":693,"title":"Stuttering in Android when compiling shaders","user":{"login":"fzurita","id":11581687,"avatar_url":"https://avatars.githubusercontent.com/u/11581687?v=3","gravatar_id":"","url":"https://api.github.com/users/fzurita","html_url":"https://github.com/fzurita","followers_url":"https://api.github.com/users/fzurita/followers","following_url":"https://api.github.com/users/fzurita/following{/other_user}","gists_url":"https://api.github.com/users/fzurita/gists{/gist_id}","starred_url":"https://api.github.com/users/fzurita/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/fzurita/subscriptions","organizations_url":"https://api.github.com/users/fzurita/orgs","repos_url":"https://api.github.com/users/fzurita/repos","events_url":"https://api.github.com/users/fzurita/events{/privacy}","received_events_url":"https://api.github.com/users/fzurita/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":17,"created_at":"2015-08-30T19:51:25Z","updated_at":"2015-09-28T05:03:10Z","closed_at":null,"body":"Compiling shaders in the Nexus Player seems to cause stuttering. I can see this based on logcat output with debug that I added that happens when compiling shaders. The times we compile seem to coincide with stutters on the screen.\r\n\r\nIs there any way to prevent so much shader compiling? Maybe compile all possible iterations at startup?"},"comment":{"url":"https://api.github.com/repos/gonetz/GLideN64/issues/comments/143641955","html_url":"https://github.com/gonetz/GLideN64/issues/693#issuecomment-143641955","issue_url":"https://api.github.com/repos/gonetz/GLideN64/issues/693","id":143641955,"user":{"login":"gonetz","id":8983092,"avatar_url":"https://avatars.githubusercontent.com/u/8983092?v=3","gravatar_id":"","url":"https://api.github.com/users/gonetz","html_url":"https://github.com/gonetz","followers_url":"https://api.github.com/users/gonetz/followers","following_url":"https://api.github.com/users/gonetz/following{/other_user}","gists_url":"https://api.github.com/users/gonetz/gists{/gist_id}","starred_url":"https://api.github.com/users/gonetz/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/gonetz/subscriptions","organizations_url":"https://api.github.com/users/gonetz/orgs","repos_url":"https://api.github.com/users/gonetz/repos","events_url":"https://api.github.com/users/gonetz/events{/privacy}","received_events_url":"https://api.github.com/users/gonetz/received_events","type":"User","site_admin":false},"created_at":"2015-09-28T05:03:10Z","updated_at":"2015-09-28T05:03:10Z","body":"I guess, I know why it does not work: swprintf most likely does not work on Android. Need to rewrite that part: convert result of api().GetUserCachePath(strIniFolderPath) to char* with wcstombs and use normal sprintf."}}