I'm currently working on a project to convert a physics simulation to a video on the iPhone itself.
To do this, I'm presently using two different loops. The first loop runs in the block where the AVAssetWriterInput object polls the EAGLView for more images. The EAGLView provides the images from an array where they are stored.
The other loop is the actual simulation. I've turned off the simulation timer, and am calling the tick myself with a pre-specified time difference every time. Everytime a tick gets called, I create a new image in EAGLView's swap buffers method after the buffers have been swapped. This image is then placed in the array that AVAssetWriter polls.
There is also some miscellaneous code to make sure the array doesn't get too big
All of this works fine, but is very very slow.
Is there something I'm doing that is, conceptually, causing the entire process to be slower than it could be? Also, does anyone know of a faster way to get an image out of Open GL than glReadPixels?
Video memory is designed so, that it's fast for writing and slow for reading. That's why I perform rendering to texture. Here is the entire method that I've created for rendering the scene to texture (there are some custom containers, but I think it's pretty straightforward to replace them with your own):
Of course, if you're doing snapshots all the time, then you'd better create texture frame and render buffers only once (and allocate memory for them).