title: On-demand OpenGL ES rendering using GLKit
body: <p>I am looking into converting my OpenGL rendering code to take advantage of a few features of <code>GLKit</code> (namely the asynchronous texture loading and the automation provided by <code>GLKView/Controller</code>). However, it appears that the classes are designed mainly to accommodate people rendering using an animation loop, whereas I'm working with on-demand rendering. Additionally, some of the rendering is to a texture rather than the GLKView's framebuffer, so should I be looking to just subclass the GLKView and add additional FBOs?</p>
  
  <p>Is there a recommended approach for this type of setup? I would expect something along the lines of:</p>
  
  <ul>
  <li>Set the view controller's <code>preferredFramesPerSecond</code> to <code>0</code>, or just
  pause the frame updates?</li>
  <li>Ignore the <code>glkViewControllerUpdate</code> or <code>glkView:drawInRect:</code> methods
  and just draw what I need, when I need it.</li>
  <li>Use the view's <code>setNeedsDisplay</code> as with a normal <code>UIView</code> in order
  to display the frame (do I need to call <code>bindDrawable</code> given that I
  will be rendering to a texture as well?).</li>
  </ul>
  
  <p>Perhaps it's not worth the effort if this is not what the new API is designed for? I wish the documentation was a little more thorough than it is. Perhaps more samples will be provided when the API has 'matured' a little...</p>
  
  <p>Thanks</p>