And how do some games manage to do such fast loading times?
I've read abou tricks like setting the graphics context as a static
variable so that it won't get finalized, and stuff like that but they
seem to 'hacky'. I haven't properly tried them myself though.
Eduardo
On 4/20/2012 12:37 AM, Konaju Games (Dev) wrote:
It's not Xamarin but Android itself that does not appear to support
shared contexts. I worked for a long time to try to get shared
contexts working in MonoGame and it just wasn't going to happen.
It is not just Mono for Android that suffers lost OpenGL contexts. It
affects all Android apps that use OpenGL.
https://groups.google.com/group/android-ndk/browse_thread/thread/6d60f6bcc5cec83a?pli=1
There is a new API in Android 3.0 for GLSurfaceView called
setPreserveEGLContextOnPause(), but as explained in this blog
http://cjix.info/blog/g3d/egl-context-preservation-on-android/
it isn't guaranteed to actually preserve the context anyway.
Sly
On 19 April 2012 18:03, johnHolmes <[email protected]
<mailto:[email protected]>> wrote:
Hi,
I know that with the current version of M4A, when writing OpenGL
applications (games), you need to handle context
destruction/creation when
the app is sent to background (eg. press the home button). This
means you
have to "reload" textures and bind them to the new context. This
could take
a variable period of time, depends on how big are your assets.
In my case I've got ~5mb of pngs to load.
What is not clear to me is why all others game (maybe written in
java?) are
superfaster when they come back from background! Seems like they
never get
rid of the gl context and textures. It is possibile?
A way to shorten the load time it could be have multithread
texture load,
but it is not clear to me if the m4a team have implemented at all
shared
contextes.
any help will be appreciate
Francesco
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