Hmm. I did not know that OpenGL managed itself that way, last thing I want
is to mess up the VSync. But anyways, I realize that using a game engine
would make this significantly easier, but where's the fun in that? But I am
stumped, please explain to me how I could create the surface before I make
the calls.


On Thu, Jun 20, 2013 at 12:54 AM, a1 <[email protected]> wrote:

> You are queening events from constructor so they may be executed before
> context is created and bound (make current in render thread - if you check
> GLSurfaceView you will notice that renderer thread is started when renderer
> instance is set but egl will not be initialized until surface is attached,
> but queued event may be processed anyway). Usually all resource
> initialization is made in onSurfaceCreated callback.
>
> I also noticed this fragment:
>
> if (dt < 33)
>
> try {
>
> Thread.sleep(33 - dt);
>
> } catch (InterruptedException e) {
>
> System.err.println("Failed to limit FPS");
>
> e.printStackTrace();
>
> }
>
> else {
>
>
> Never do that - openGL will throttle your rendering thread anyway (on
> swap) and doing manual throttling is almost guarantee vsync miss.
>
> And last but not least - if you want to make game you should really use
> some game engine (there are a lot of them: libgdx, andengine, jmonkeyengine
> and probably more). Writing game engine is fun and all but it's much bigger
> task than game itself.
>
> --
> Bart
>
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