Any context value you get from onDrawFrame is only useful within that call 
stack.  I knew this before asking the question.  I just wanted to establish 
the level of support available to those I have financial responsibilities 
to and thus get a little leeway in my scheduling.  I've already been banned 
from this site using different email addresses for asking similar 
questions, and I suspect this will be the end of the discussion (if this is 
seen at all).  It IS possible to do this on Android by circumventing the 
tools Gooble/Android provides, just for the record.  Good luck to all in 
their efforts!

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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