On Thu, Aug 2, 2012 at 10:46 PM, bob <[email protected]> wrote: > Sounds like the real problem is that your > > > "onDrawFrame() goes into texture & geometry loading routine which can take > up to several seconds" > > > I'd say onDrawFrame is not the place for that. Sounds like a job for an > AsyncTask.
Well, keep in mind that you can't issue GL calls from a thread different than the rendering thread (well unless you play games with multiple EGL contexts sharing resources which doesn't even seem to work on the incomplete/buggy EGL implementation on Android). -- 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

