What non-idempotent code would you have had in onSurfaceChanged()?

I would expect it all to be idempotent.

Thanks.


On Friday, April 13, 2012 8:56:18 AM UTC-5, Latimerius wrote:
>
> Okay, if nobody has an answer or explanation, I will hope that moving
> non-idempotent code out of onSurfaceChanged() and ignoring the first
> onDrawFrame() is enough to work around this bug.
>
> On Thu, Apr 12, 2012 at 5:57 PM, Latimerius 
> <[email protected]<javascript:>> 
> wrote:
> > Hello,
> >
> > googling for the following problem got me a lot of hits where people
> > ask or rant about this but no actual explanation so I figured I'll ask
> > here, perhaps someone has an update on the problem.
> >
> > I'm using stock GLSurfaceView, only subclassed to get onTouchEvent(),
> > the rest of it is standard.  When coming back to my app (*not*
> > starting it anew, that seems to work as expected) I get the following
> > sequence of calls:
> >
> > onSurfaceCreated()
> > onSurfaceChanged()
> > onDrawFrame()
> > onSurfaceChanged()
> > onDrawFrame()
> > onDrawFrame()
> > onDrawFrame()
> > ...
> >
> > The (by now standard ;-)) question is: why is onSurfaceChanged()
> > called twice?  The calls are identical as far as the callee can tell,
> > the GL10 argument refers to the same GL10 instance, the width & height
> > are the same, too.
> >
> > The other question (might have been asked before, too, I haven't come
> > across that if so) is: the single onDrawFrame() call which occurs
> > between both onSurfaceChanged() calls is strange because whatever gets
> > drawn during that call (might be just a simple glClear(), or a full
> > scene render, doesn't matter) never seems to make it to the screen,
> > never becomes visible.  Why is that?
> >
> > I'm trying to figure out whether it's safe to ignore the issue or hack
> > around it, and to decide that it'd be very helpful to understand the
> > causes.
> >
> > Thanks in advance!
>

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