Hello,

I have problems sharing texture resource between two OGL contexts.

I have created two OGL contexts using
EGL10.eglCreateContext(EGLDisplay display, EGLConfig config,
EGLContext share_context, int[] attrib_list) method. Then creating
second context I pass the first OGL Context as parameter
"share_context". By OpenGL specs this means that resource (like
textures, VBO's) should be shared by these two contexts.

After I do makeCurrent with these contexts in two separate threads
(one using windowSurface, another - pbufferSurface).

But the problem is if i load texture into the first OGL context I can
not access this resource from the second context. It looks like these
contexts do not share resources at all.

Can somebody confirm this is a bug in OpenGL implementation?

Tested on Emulator, G1 and Milestone.

Context creation code:
mEgl.eglCreateContext(mEglDisplay, mEglConfig, EGL10.EGL_NO_CONTEXT,
null);
if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
  throw new RuntimeException("createContext failed");
}

mSecEglContext = mEgl.eglCreateContext(mEglDisplay, mEglConfig,
mEglContext, null);
if (mSecEglContext == null || mSecEglContext == EGL10.EGL_NO_CONTEXT)
{
   throw new RuntimeException("Secondary createContext failed");
}

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to