Thanks guys. You have all been very helpful! On Aug 19, 5:15 am, Robert Green <[email protected]> wrote: > I just load the loading screen textures first and render it in OpenGL > ortho while loading. I even have a progress bar, though you have to > load in steps to do that. > > On Aug 18, 4:40 am, Miguel Morales <[email protected]> wrote: > > > > > Well, I think the easiest thing for you would be to add an overlay > > view on top of your openGL view. > > This is fairly easy. > > > On your activity's onCreate you could do this: > > > LinearLayout base = new LinearLayout(this); > > > FrameLayout frame = new FrameLayout(this); > > YourGLView gl_view = new YourGLView(...); > > > YourOverlayView overlay_view = new YourOverlayView(...); > > > frame.addView(gl_view); > > frame.addView(overlay_view); > > base.addView(frame); > > > setContentView(base); > > > YourOverlayView can be derived from any view. I personally extend > > ImageView and override the onDraw() method for full control. > > > On Tue, Aug 17, 2010 at 11:56 PM, Jason <[email protected]> wrote: > > > Hi all, > > > > I'm trying to find the best way to implement a "loading screen" when > > > using aGLSurfaceView. > > > > Basically the situation is this: > > > > The app (game) loads a bunch of textures into VRAM when the GL surface > > > is created (onSurfaceCreated), however these textures are only for the > > > current "level" of the game. When the player reaches the end of the > > > level I need to remove these textures from VRAM and load the new ones. > > > > Previously (during development) each level was a complete load/unload > > > of the Activity, which works fine, however this creates a bunch of > > > unnecessary overhead as I don't need to reload the world for a simple > > > level progression. So I have been experimenting with different ways > > > to overlay a standard view (which is my "loading" screen) over the top > > > of theGLSurfaceViewwhile the level data is loaded. > > > > This has created some problems for me: > > > > 1. Because theGLSurfaceViewis not actually destroyed, the > > > onSurfaceCreated call is only made once and hence the opportunity to > > > load textures is gone. To overcome this, I have introduced a flag > > > into the Renderer thread which will load up the textures in the first > > > call to onDrawFrame after the level is loaded. I don't particularly > > > like this, but can't seen any other solution. > > > > 2. I don't seem to be able to find a way to effectively "switch views" > > > in my Activity. I initially set the view (setContentView(...)) to the > > > loading screen (i.e NOT theGLSurfaceView), then the actual level load > > > is done asynchronously and when complete calls back to the main > > > activity thread which then performs a second call to setContentView() > > > with theGLSurfaceViewinstance. This works the first time, but > > > thereafter I can't seem to get the loading view to become visible. If > > > I use setVisibility(View.VISIBLE) on the loading view it doesn't > > > display, and if I perform a further call to setContentView() my > > >GLSurfaceViewnever comes back... that is, after subsequently calling > > > setContentView with theGLSurfaceViewI get nothing displayed... no > > > errors, but my loading screen basically never disappears. > > > > So.. does anyone out there have a good approach to solving this? That > > > is, how to best implement a loading screen to "hide" the process of > > > bootstrapping opengl resources etc. > > > > Thanks! > > > > -- > > > 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 > > > --http://developingthedream.blogspot.com/,http://diastrofunk.com,http:/..., > > ~Isaiah 55:8-9
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