On Nov 26, 11:08 am, Adam Hammer <[email protected]> wrote:
> I do bitmap loading in another thread, but I do glBindTexture in the
> main graphics thread. Works well for me, I load bitmaps stored in zips
> delivered by contentproviders into textures.

Yes; thanks; I'm actually doing something like that at the moment, and
it's not ideal.  (I think you mean calling glTexImage2D(), not just
glBindTexture(), don't you?)

> I think opengl es does have mechanisms for sharing textures across GL
> contexts

Yes.  I've investigated some more and eglCreateContext() takes an
EGLContext to share from: "If share_context is not EGL_NO_CONTEXT,
then all shareable data ... will be shared by share_context ... and
the newly created context" (from the EGL spec, section 3.7.1.)

So the question is, can I call eglCreateContext() from my C++ code,
and/or is there a way to access this functionality from Java?  Looking
through the Java docs I have found the EGLContext and
EGLContextFactory reference pages, but they are almost totally content-
free.  Does Android really implement EGL?

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