I do bitmap loading in another thread, but I do glBindTexture in the main graphics thread. Works well for me, I load bitmaps stored in zips delivered by contentproviders into textures.
I think opengl es does have mechanisms for sharing textures across GL contexts, but the above method should be fine, except for a slight delay when the actual bindtexture happens. Adam On Nov 25, 8:44 am, Phil Endecott <spam_from_goo...@chezphil.org> wrote: > Dear All, > > I'm porting some iPhone OpenGL code that uses a separate thread for > OpenGL texture loading. To do this, I create a new OpenGL context in > the same "sharegroup" as the main rendering context, and then the > textures loaded in one context are available to the other. > > I've not seen any equivalent to this on Android. Is this correct, or > am I missing something? > > My code is C++, but as far as I can see the situation is the same for > Java OpenGL code. > > Thanks for any suggestions. > > Phil. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en