It seems like you may also need to reload your fragment shaders.  It was 
either this or something very similar that tripped me up.



On Monday, January 28, 2013 3:11:36 PM UTC-6, Nobu Games wrote:
>
> As soon as your OpenGL context changes you'll need to reload all textures.
> The Renderer.onSurfaceCreated method has a very good explanation of what's 
> going on under the hood and what is required from you:
>
> Called when the surface is created or recreated.
>>
>> Called when the rendering thread starts and whenever the EGL context is 
>> lost. The EGL context *will typically be lost* when the Android device 
>> *awakes 
>> after going to sleep*.
>>
>> Since this method is called at the beginning of rendering, as well as 
>> every time the EGL context is lost, *this method is a convenient place 
>> to put code to create resources that need to be created when the rendering 
>> starts*, and that need to be recreated when the EGL context is lost. 
>> Textures are an example of a resource that you might want to create here.
>>
>
>
>
> On Monday, January 28, 2013 2:35:23 PM UTC-6, bob wrote:
>>
>> So, let's say I have my app running.
>>
>>
>> Then I close the magnetic case.
>>
>>
>> Then, I wait one second.
>>
>>
>> Then, I open the case.
>>
>>
>> So, my understanding is that onPause gets called upon closing the case.
>>
>>
>> Then onResume gets called upon opening the case.
>>
>>
>> The confusing part is that some of the stuff in the old program is valid, 
>> and some isn't.
>>
>>
>> I guess I have to re-load all OpenGL textures for one thing?
>>
>>
>> Is there an easy rule of thumb to know what is valid and what isn't after 
>> an onPause/onResume?
>>
>>
>> Thanks.
>>
>>
>>

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