If the problem is with glGenTextures then why not to generate texture
ids pool beforehand?

On Aug 27, 8:59 am, Dan Sherman <impact...@gmail.com> wrote:
> I'm converting an app I've written from Canvas to OpenGL, and not having too
> hard of a time yet.
>
> However, I've run into one snag that I can't seem to get around.  My old app
> was threading image loads, because there are a ton of them, however, it
> looks like the OpenGL implementation protects itself to a single thread.  I
> have a basic loadBitmap() function as follows:
>     protected static void loadBitmap(GLSprite sprite, int resourceId) {
>         int textureName = -1;
>         if (mContext != null && mGl != null) {
>             mGl.glGenTextures(1, mTextureNameWorkspace, 0);
>
>             textureName = mTextureNameWorkspace[0];
>             mGl.glBindTexture(GL10.GL_TEXTURE_2D, textureName);
>
>             mGl.glTexParameterf(GL10.GL_TEXTURE_2D,
> GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
>             mGl.glTexParameterf(GL10.GL_TEXTURE_2D,
> GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
>
>             mGl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
> GL10.GL_CLAMP_TO_EDGE);
>             mGl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
> GL10.GL_CLAMP_TO_EDGE);
>
>             mGl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
> GL10.GL_REPLACE);
>
>             Bitmap bitmap = BitmapFactory.decodeResource(r, resourceId);
>
>             GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
>
>             mCropWorkspace[0] = 0;
>             mCropWorkspace[1] = bitmap.getHeight();
>             mCropWorkspace[2] = bitmap.getWidth();
>             mCropWorkspace[3] = -bitmap.getHeight();
>
>             sprite.setTextureName(textureName);
>             sprite.setSize(bitmap.getWidth(), bitmap.getHeight());
>
>             bitmap.recycle();
>
>             ((GL11) mGl).glTexParameteriv(GL10.GL_TEXTURE_2D,
> GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);
>
>             int error = mGl.glGetError();
>             if (error != GL10.GL_NO_ERROR) {
>                 // Logging
>             }
>         }
>
> This is based heavily off of the SpriteMethodTest in apps-for-android.  If I
> make a call to this function from the thread that mGl was created from,
> everything goes fine.  However, if I thread the calls to this function, the
> calls to glGenTextures() fail with a varying error code (changes with each
> run).  I haven't been able to find any information regarding how to deal
> with this...
>
> Any help?
> Thanks
> - Dan
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