As soon as your OpenGL context changes you'll need to reload all textures.
The Renderer.onSurfaceCreated method has a very good explanation of what's 
going on under the hood and what is required from you:

Called when the surface is created or recreated.
>
> Called when the rendering thread starts and whenever the EGL context is 
> lost. The EGL context *will typically be lost* when the Android device 
> *awakes 
> after going to sleep*.
>
> Since this method is called at the beginning of rendering, as well as 
> every time the EGL context is lost, *this method is a convenient place to 
> put code to create resources that need to be created when the rendering 
> starts*, and that need to be recreated when the EGL context is lost. 
> Textures are an example of a resource that you might want to create here.
>



On Monday, January 28, 2013 2:35:23 PM UTC-6, bob wrote:
>
> So, let's say I have my app running.
>
>
> Then I close the magnetic case.
>
>
> Then, I wait one second.
>
>
> Then, I open the case.
>
>
> So, my understanding is that onPause gets called upon closing the case.
>
>
> Then onResume gets called upon opening the case.
>
>
> The confusing part is that some of the stuff in the old program is valid, 
> and some isn't.
>
>
> I guess I have to re-load all OpenGL textures for one thing?
>
>
> Is there an easy rule of thumb to know what is valid and what isn't after 
> an onPause/onResume?
>
>
> Thanks.
>
>
>

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