https://bugzilla.novell.com/show_bug.cgi?id=635565
https://bugzilla.novell.com/show_bug.cgi?id=635565#c1 Dominique Louis <[email protected]> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |[email protected] | |m.au --- Comment #1 from Dominique Louis <[email protected]> 2010-08-30 19:41:36 UTC --- I would be happy with an AndroidGameView.ContextRenderingApi and enum EGLRenderingAPI { OpenGLES1, OpenGLES2, }; I noticed that AndroidGameView has a context property, but does this actually map to an EGLContext? If it doesn't then some of us will have issues loading textures on a background thread as we need the ability to store the current OpenGL rendering context and also its associated ShareGroup, so that it we can switch contexts when on the Main thread and also a background thread Currently on MonoTouch I can do the following, where _view is a pointer to the currently running iPhoneOSGameView... _view.MainContext/*local variable*/ = _view.EAGLContext; _view.ShareGroup/*local variable*/ = _view.MainContext.ShareGroup; _view.BackgroundContext/*local variable*/ = new MonoTouch.OpenGLES.EAGLContext(_view.ContextRenderingApi, _view.ShareGroup); then in the thread where you are loading the textures you need to do something like this... // Switch to our shared Context EAGLContext.SetCurrentContext(_view.BackgroundContext); // Load your textures here.... // Switch to our main Context EAGLContext.SetCurrentContext(_view.MainContext); Anyway worth keeping in mind if adding the MonoTouch compatibility. -- Configure bugmail: https://bugzilla.novell.com/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the QA contact for the bug. _______________________________________________ mono-bugs maillist - [email protected] http://lists.ximian.com/mailman/listinfo/mono-bugs
