i'm currently using the code on your blog, i have an issue on N1, when
the orientation change, the surfacechanged function of the rendrerer
isn't called, so i can't reset the frustum to the correct window size.
i guess it's around the following code, i'm trying to fix it :

                        if (needStart) {
                              tellRendererSurfaceCreated = true;
                                        changed = true;
                                }
                                if (changed) {
                                        gl = (GL10) 
mEglHelper.createSurface(mHolder);
                                        tellRendererSurfaceChanged = true;
                                }
                                if (tellRendererSurfaceCreated) {
                                        mRenderer.onSurfaceCreated(gl, 
mEglHelper.mEglConfig);
                                        tellRendererSurfaceCreated = false;
                                }
                                if (tellRendererSurfaceChanged) {
                                        mRenderer.onSurfaceChanged(gl, w, h);
                                        tellRendererSurfaceChanged = false;
                                }


On 7 avr, 22:32, unixseb <[email protected]> wrote:
> i can't tell you if my code works for the droid (i dont own one) but
> it help fixing issues on the N1.
> anyway i still have issues, sometimes it looks like i have 2 opengl
> surfaces swapping from each other after a resume.
> i'm gonna implement your modifications and tell you the effect on the
> N1
> Thanks a lot for everything, my work would have never exists without
> yours ! (and sorry for my poor english ;) )
>
> On 6 avr, 22:58, Robert Green <[email protected]> wrote:
>
>
>
> > That occasional lock-up started happening constantly to me.  I messed
> > around with a few things and found that the Droid really doesn't like
> > to have its Display and Context destroyed all the time.
>
> > I modified the code so that it would reuse the display and context as
> > much as possible.  I looked through my GLES book and it doesn't say
> > explicitly that you should always destroy them when your surface
> > changes so I have to assume that it must be ok.  Even if it's not -
> > this works and it wasn't working before, so I'm using it.
>
> > Here are the code modifications:
>
> > In EglHelper:
>
> >     public void start() {
> >         Log.d("EglHelper" + instanceId, "start()");
> >         if (mEgl == null) {
> >             Log.d("EglHelper" + instanceId, "getting new EGL");
> >             /*
> >              * Get an EGL instance
> >              */
> >             mEgl = (EGL10) EGLContext.getEGL();
> >         } else {
> >             Log.d("EglHelper" + instanceId, "reusing EGL");
> >         }
>
> >         if (mEglDisplay == null) {
> >             Log.d("EglHelper" + instanceId, "getting new display");
> >             /*
> >              * Get to the default display.
> >              */
> >             mEglDisplay =
> > mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
> >         } else {
> >             Log.d("EglHelper" + instanceId, "reusing display");
> >         }
>
> >         if (mEglConfig == null) {
> >             Log.d("EglHelper" + instanceId, "getting new config");
> >             /*
> >              * We can now initialize EGL for that display
> >              */
> >             int[] version = new int[2];
> >             mEgl.eglInitialize(mEglDisplay, version);
> >             mEglConfig = mEGLConfigChooser.chooseConfig(mEgl,
> > mEglDisplay);
> >         } else {
> >             Log.d("EglHelper" + instanceId, "reusing config");
> >         }
>
> >         if (mEglContext == null) {
> >             Log.d("EglHelper" + instanceId, "creating new context");
> >             /*
> >              * Create an OpenGL ES context. This must be done only
> > once, an OpenGL context is a somewhat heavy object.
> >              */
> >             mEglContext = mEGLContextFactory.createContext(mEgl,
> > mEglDisplay, mEglConfig);
> >             if (mEglContext == null || mEglContext ==
> > EGL10.EGL_NO_CONTEXT) {
> >                 throw new RuntimeException("createContext failed");
> >             }
> >         } else {
> >             Log.d("EglHelper" + instanceId, "reusing context");
> >         }
>
> >         mEglSurface = null;
> >     }
>
> > In GLThread:
>
> >         private void stopEglLocked() {
> >             if (mHaveEgl) {
> >                 mHaveEgl = false;
> >                 mEglHelper.destroySurface();
> >                 sGLThreadManager.releaseEglSurface(this);
> >             }
> >         }
>
> > Basically, you don't want a finish() in there.
>
> > But we do need to finish somewhere so,
>
> > At the end of guardedRun():
>
> >             } finally {
> >                 /*
> >                  * clean-up everything...
> >                  */
> >                 synchronized (sGLThreadManager) {
> >                     // Log.d("GLThread" + getId(), "Finishing.");
> >                     stopEglLocked();
> >                     mEglHelper.finish();
> >                 }
> >             }
> >         }
>
> > Then Finally in GLWallpaperService:
>
> >         @Override
> >         public void onDestroy() {
> >             super.onDestroy();
> >             mGLThread.requestExitAndWait();
> >         }
>
> > Of course you can remove any logging you don't want.
>
> > The idea here is that we get to reuse the display and context on
> > orientation changes which seems to make the Droid happy.  I haven't
> > had a single crash since I switched to that, and I've probably
> > reoriented 100 times since then in testing.
>
> > I'll update the post on my blog to contain all the current code.
>
> > On Apr 6, 2:57 pm, Robert Green <[email protected]> wrote:
>
> > > By the way - things seemed good but I'm still having the occasional
> > > lock-up.  The last one caused the phone to lock up badly enough that I
> > > had to pull the battery :(
>
> > > On Apr 6, 2:18 pm, Robert Green <[email protected]> wrote:
>
> > > > I'm in disbelief, but it works!  Why does that hack work?  Is it a
> > > > previous call to eglCreateWindowSurface which returns a bad value and
> > > > after that, cleaning up causes a bad state and the next call to create
> > > > window surface freezes?  I don't quite understand but I guess I never
> > > > checked the return value of that call (because it wasn't returning
> > > > when I was having problems, but maybe it was too late then :)).
>
> > > > I tested and tested and tested again and this held up against all the
> > > > orientation changes I could possibly make.  Good work!  I'll update
> > > > the code I posted.
>
> > > > BTW - I'm still seeing the occasional:
> > > > E/libEGL  ( 5769): eglChooseConfig:897 error 3005 (EGL_BAD_CONFIG)
> > > > W/dalvikvm( 5769): threadid=13: thread exiting with uncaught exception
> > > > (group=0x4001b180)
> > > > E/AndroidRuntime( 5769): Uncaught handler: thread GLThread 7 exiting
> > > > due to uncaught exception
> > > > E/AndroidRuntime( 5769): java.lang.IllegalArgumentException
> > > > E/AndroidRuntime( 5769):        at
> > > > com.google.android.gles_jni.EGLImpl.eglGetConfigAttrib(Native Method)
> > > > E/AndroidRuntime( 5769):        at android.opengl.EglHelper
> > > > $ComponentSizeChooser.findConfigAttrib(EglHelper.java:1007)
> > > > E/AndroidRuntime( 5769):        at android.opengl.EglHelper
> > > > $ComponentSizeChooser.chooseConfig(EglHelper.java:987)
> > > > E/AndroidRuntime( 5769):        at android.opengl.EglHelper
> > > > $BaseConfigChooser.chooseConfig(EglHelper.java:951)
> > > > E/AndroidRuntime( 5769):        at
> > > > android.opengl.EglHelper.start(EglHelper.java:127)
> > > > E/AndroidRuntime( 5769):        at android.opengl.EglHelper
> > > > $GLThread.guardedRun(EglHelper.java:421)
> > > > E/AndroidRuntime( 5769):        at android.opengl.EglHelper
> > > > $GLThread.run(EglHelper.java:358)
>
> > > > I'm trying to track that one down but it's very hard to recreate.  It
> > > > likes to happen the first time you run a newly installed gl live
> > > > wallpaper but then it doesn't happen again for a while.
>
> > > > Thanks guys for all your help!
>
> > > > On Apr 6, 11:29 am, shaun <[email protected]> wrote:
>
> > > > > Assuming I correctly identified the code that unixseb uses as the
> > > > > workaround/fix for orientation changes on Droid in Live Wallpaper with
> > > > > OpenGL, the following code is the same with the exception of
> > > > > recursion:
>
> > > > >     public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay
> > > > > display, EGLConfig config, Object nativeWindow) {
> > > > >         EGLSurface eglSurface = null;
> > > > >         while (eglSurface == null) {
> > > > >             try {
> > > > >                 eglSurface = egl.eglCreateWindowSurface(display,
> > > > > config, nativeWindow, null);
> > > > >             } catch (Throwable t) {
> > > > >             } finally {
> > > > >                 if (eglSurface == null) {
> > > > >                     try {
> > > > >                         Thread.sleep(10);
> > > > >                     } catch (InterruptedException t) {
> > > > >                     }
> > > > >                 }
> > > > >             }
>
> > > > >         }
> > > > >         return eglSurface;
> > > > >     }
>
> > > > > I'd like to know if unixseb's fix works for others.  I still cannot
> > > > > test.
>
> > > > > On Apr 6, 11:00 am, Ralf Schneider <[email protected]> wrote:
>
> > > > > > I'm also interested in this topic. I got an 404 on the link: This 
> > > > > > seems to
> > > > > > work:
>
> > > > > >http://code.google.com/p/earth-live-wallpaper/
>
> > > > > > Thank you for sharing your code!
>
> > > > > > 2010/4/6 unixseb <[email protected]>
>
> > > > > > > have a look at the svn repository on 
> > > > > > > code.google.com/project/earth-
> > > > > > > live-wallpaper 
> > > > > > > <http://code.google.com/project/earth-%0Alive-wallpaper>
> > > > > > > the hack int the glwallpaperservice class avoid some crashes with
> > > > > > > screen rotation on droids.
>
> > > > > > > On 5 avr, 20:24, Robert Green <[email protected]> wrote:
> > > > > > > > Oh, so you solved it??  What's the issue and what's the 
> > > > > > > > workaround?
>
> > > > > > > > On Apr 4, 3:33 pm, unixseb <[email protected]> wrote:
>
> > > > > > > > > i can help you,
> > > > > > > > > i'm having this issue with earth live wallpaper.
> > > > > > > > > i tracked a bug in the swap function taht causes service 
> > > > > > > > > dies, but i
> > > > > > > > > was looking for this one for a long time now !
>
> > > > > > > > > On 3 avr, 23:56, Robert Green <[email protected]> wrote:
>
> > > > > > > > > > I've had this reported to me by a few people using the
> > > > > > > > > >GLWallpaperServicecode I posted.  I've been debugging this 
> > > > > > > > > >for hours
> > > > > > > > > > and have so far tracked the problem down to
> > > > > > > > > > egl.eglCreateWindowSurface(display, config, nativeWindow, 
> > > > > > > > > > null);
>
> > > > > > > > > > It never returns and every notifyAll() after that results 
> > > > > > > > > > in:
>
> ...
>
> plus de détails »

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