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? -- 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

