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[Android] Too many contextRestored/Lost #145
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On Wed, Jul 9, 2014 at 12:46 AM, delahee notifications@github.com wrote:
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1-we use raw openfl tpl for h3d I ll work on it today.
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Ok I am in deep shit : http://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer.html#onSurfaceCreated(javax.microedition.khronos.opengles.GL10, javax.microedition.khronos.egl.EGLConfig) Basically creating a framebuffer is creating a surface so both OR losing the context so both calls have same entry point and divergent semantics. I'll try to find a way to overcome this. BTW I sent apatch about preserveContext but did not know where to commit it for nme, if you could propagate it would be cool for your users : I keep in touch. |
Ok I have diverging results depending on what SDK I use to compile the app AND devices...so cooool :) |
Hi folks / @hughsando,
1- I am trying to improve contextLost handling for android for h3d. Sadly when the game boots, there is 3 successive context lost fired.
Back in the days we did not have so much contex lost when protoyping h3d. it sort of arose recently.
2- When i generate new framebuffers, it seems surfaceCreated is generate and then it trigger a context lost too (i'll try to reproduce and file a dedicated bug if confirmed)
Have someone experienced that kind of things ?
Thanks !
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