Hi,

How exactly are you uploading the texture on that other platform? Are you 
simply doing an eglMakeCurrent() to reassign the GL context to another 
thread or are you using an EGLImage?

On Saturday, June 30, 2012 4:33:32 PM UTC-7, [email protected] 
wrote:
>
> Hello, 
>
> I am optimizing an OpenGL-based application ported from that other 
> major mobile OS and find that I cannot successfully access the GL 
> context from anything other than the rendering thread of 
> GLSurfaceView.  What I CAN do on other platforms is upload my single 
> (and large) texture to GL prior to needing to render the texture 
> itself.  This is a 640x480 8-bit RGB texture that takes some time to 
> upload to the chip and needs to be done every time I realize a new 
> frame of animation from the background system memory buffer.  I'm sure 
> you can appreciate the savings in execution time if I can perform this 
> upload from another thread when I have nothing left to do but wait for 
> GLSurfaceView's rendering thread to call me.  All is synchronized 
> safely as evidenced by the successful release of this software using 
> this very same technique on that-other-platform-that-shall-not-be 
> named.  Things are very smooth and zippy on that platform, but Android 
> currently suffers by comparison.  Is there any way to do this? 
>
>
> Thanks 
>
> Glenn

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