Hi, In my current application that I'm developing I draw into an android.graphics.Bitmap object from a non-UI thread. This is done from native code via the AndroidBitmap_lockPixels and AndroidBitmap_unlockPixels calls. Every time the drawing has finished, the UI thread gets notified that the Bitmap has changed and the responsible View in the Activity is invalidated and redrawn. All code that accesses the Bitmap is synchronized on the Bitmap.
The issue that I'm seeing is that if the rendering is too fast, after some time the View is no longer updated and in the log the following is logged: E/OpenGLRenderer ... Cannot generate texture from bitmap None of the drawing calls produce any errors that anything is wrong. Searching on the internet reveals a few others who had similar issues, but no real solutions or answers for that specific problem. Is it even allowed to draw into the Bitmap from a non-UI thread? Is there a different way to do something similar? I tried using just an IntBuffer and drawing the IntBuffer in the view. While this works, it is also 2x slower than using a Bitmap. Thanks, Michael -- 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 --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.

