I fixed this problem by redesigning the app and using only one
GLSurfaceView with just one Renderer.
On Aug 26, 7:09 pm, MobileVisuals eyv...@astralvisuals.com wrote:
I think the reason for my problems is that I use 10 GLSurfaceViews,
each with their own renderer. This means that 10 renderers
I think the reason for my problems is that I use 10 GLSurfaceViews,
each with their own renderer. This means that 10 renderers and 10 3d
threads are started at the beginning of the app.
I tried to redesign the app with just one GLSurfaceView. The idea was
to reload the GLSurfaceView with
I debugged this on Logcat and got the following messages, when it
switched from GLSurfaceView to SurfaceView, but freezed:
handle 0x494900 still locked (state=4001)
WARN/WindowManager(53): No window to dispatch pointer action 1
WARN/InputManagerService(53): Window already focused, ignoring
In your original post did you actually mean 10 (ten) GLSurfaceViews in
one activity?
On Aug 25, 10:05 am, MobileVisuals eyv...@astralvisuals.com wrote:
I debugged this on Logcat and got the following messages, when it
switched from GLSurfaceView to SurfaceView, but freezed:
handle 0x494900
Yes, there is one activity for the 2d GUI, which is implemented with
SurfaceView. That GUI has a list with 10 3d visuals, that you can
choose to view. When you choose to view a 3d visual, a GLSurfaceView
is shown. You can then go back to the 2d menu. You can then choose
another 3d visual. Another
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