Ok, somehow eglCreateWindowSurface is failing to create a valid
surface any time but the first. eglSwapBuffers fails with a
EGL_BAD_SURFACE error. But eglCreateWindowSurface said it succeeded.
I'm stumped.


On Dec 5, 2:34 am, Thomas Fjellstrom <[email protected]> wrote:
> So I've managed to fix that particular problem. I'm not sure exactly
> what fixed it, but I assume it was a result of a couple different
> problems. I needed to set the manifest to only ever launch one
> instance at a time (I was seeing more than one activity object be
> created which messed things up). And I can't remember the second issue
> at the moment for some reason. I fixed up a lot of different issues
> trying to figure things out. It's not locking up anymore or waiting
> for an event that never comes, but on a resume, its not rendering
> anything any more. I am completely re-creating the SurfaceView and the
> GL ES context, and surface, with the same code that creates it the
> first time. things should be identical, but all I get is a black
> screen (instead of the white that I'm clearing it to). I'm getting
> input just fine, the rendering thread isn't locked up or anything, but
> nothing will draw once the app is restarted.
>
> Anyone have any idea what would cause this?

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