hello, I found
must be put in the new thread eglMakeCurrent (engine.eglDisplay, engine.eglSurface, engine.eglSurface, engine.eglContext); and in the main thread once all transactions and egl opengl ends eglMakeCurrent (engine.eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); a + On 4 nov, 17:44, Mickaël BERNARD <[email protected]> wrote: > hello, > > I would like to create a multithreaded opengl es2 application (developped > in JNI). > To do this, I create my thread with the pthread library by using the > function pthread_create(&thread_render, NULL, (void *(*)(void *)) > renderLoop, NULL); > > Here is the code of the renderLoop() callback function : > > void renderLoop() { > while (m_start) { > glClearColor(1, 0, 0, 1.0f); > checkGlError("glClearColor"); > glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); > checkGlError("glClear"); > LOGI("avant swap"); > eglSwapBuffers(engine.eglDisplay, engine.eglSurface); > checkEglError("eglSwapBuffers"); > LOGI("apres swap"); > } > > } > > The application crash when calling eglSwapBuffers(engine.eglDisplay, > engine.eglSurface); > Do you have any idea to fix the problem ? > > 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

