You could do the loading of the bitmap in a seperate background thread
and generating the textures in your 'mGl' thread when this separate
background thread has finished.

I don't think you can use AsyncTask to do this, since the onPostExecute
() needs to be executed on the main GUI thread (which is not your
'mGl' thread, i assume). Instead you could use ExecutorService in
java.util.concurrent for that.


On Aug 27, 9:50 am, Nightwolf <mikh...@gmail.com> wrote:
> 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- Hide quoted text -
>
> - Show quoted text -
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