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[Android] Too many contextRestored/Lost #145

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delahee opened this issue Jul 8, 2014 · 4 comments
Closed

[Android] Too many contextRestored/Lost #145

delahee opened this issue Jul 8, 2014 · 4 comments

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@delahee
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delahee commented Jul 8, 2014

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 !

@hughsando
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  1. Are you using nme or openfl templates?
  2. That would be a bummer.

On Wed, Jul 9, 2014 at 12:46 AM, delahee notifications@github.com wrote:

Hi folks / @hughsando https://github.com/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 !


Reply to this email directly or view it on GitHub
#145.

@delahee
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delahee commented Jul 9, 2014

1-we use raw openfl tpl for h3d

I ll work on it today.
Le 9 juil. 2014 02:26, "Hugh Sanderson" notifications@github.com a écrit :

  1. Are you using nme or openfl templates?
  2. That would be a bummer.

On Wed, Jul 9, 2014 at 12:46 AM, delahee notifications@github.com
wrote:

Hi folks / @hughsando https://github.com/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 !


Reply to this email directly or view it on GitHub
#145.


Reply to this email directly or view it on GitHub
#145 (comment).

@delahee
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delahee commented Jul 9, 2014

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 :

openfl/lime#182

I keep in touch.

@delahee
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delahee commented Jul 9, 2014

Ok I have diverging results depending on what SDK I use to compile the app AND devices...so cooool :)

@delahee delahee closed this as completed Jul 25, 2014
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