I just load the loading screen textures first and render it in OpenGL
ortho while loading.  I even have a progress bar, though you have to
load in steps to do that.

On Aug 18, 4:40 am, Miguel Morales <therevolti...@gmail.com> wrote:
> Well, I think the easiest thing for you would be to add an overlay
> view on top of your openGL view.
> This is fairly easy.
>
> On your activity's onCreate you could do this:
>
> LinearLayout base = new LinearLayout(this);
>
> FrameLayout frame = new FrameLayout(this);
> YourGLView gl_view  = new YourGLView(...);
>
> YourOverlayView overlay_view = new YourOverlayView(...);
>
> frame.addView(gl_view);
> frame.addView(overlay_view);
> base.addView(frame);
>
> setContentView(base);
>
> YourOverlayView can be derived from any view.  I personally extend
> ImageView and override the onDraw() method for full control.
>
>
>
>
>
> On Tue, Aug 17, 2010 at 11:56 PM, Jason <jason.poli...@gmail.com> wrote:
> > Hi all,
>
> > I'm trying to find the best way to implement a "loading screen" when
> > using a GLSurfaceView.
>
> > Basically the situation is this:
>
> > The app (game) loads a bunch of textures into VRAM when the GL surface
> > is created (onSurfaceCreated), however these textures are only for the
> > current "level" of the game.  When the player reaches the end of the
> > level I need to remove these textures from VRAM and load the new ones.
>
> > Previously (during development) each level was a complete load/unload
> > of the Activity, which works fine, however this creates a bunch of
> > unnecessary overhead as I don't need to reload the world for a simple
> > level progression.  So I have been experimenting with different ways
> > to overlay a standard view (which is my "loading" screen) over the top
> > of the GLSurfaceView while the level data is loaded.
>
> > This has created some problems for me:
>
> > 1. Because the GLSurfaceView is not actually destroyed, the
> > onSurfaceCreated call is only made once and hence the opportunity to
> > load textures is gone.  To overcome this, I have introduced a flag
> > into the Renderer thread which will load up the textures in the first
> > call to onDrawFrame after the level is loaded.  I don't particularly
> > like this, but can't seen any other solution.
>
> > 2. I don't seem to be able to find a way to effectively "switch views"
> > in my Activity.  I initially set the view (setContentView(...)) to the
> > loading screen (i.e NOT the GLSurfaceView), then the actual level load
> > is done asynchronously and when complete calls back to the main
> > activity thread which then performs a second call to setContentView()
> > with the GLSurfaceView instance.  This works the first time, but
> > thereafter I can't seem to get the loading view to become visible.  If
> > I use setVisibility(View.VISIBLE) on the loading view it doesn't
> > display, and if I perform a further call to setContentView() my
> > GLSurfaceView never comes back... that is, after subsequently calling
> > setContentView with the GLSurfaceView I get nothing displayed... no
> > errors, but my loading screen basically never disappears.
>
> > So.. does anyone out there have a good approach to solving this?  That
> > is, how to best implement a loading screen to "hide" the process of
> > bootstrapping opengl resources etc.
>
> > Thanks!
>
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> --http://developingthedream.blogspot.com/,http://diastrofunk.com,http://www.youtube.com/user/revoltingx,
>  ~Isaiah 55:8-9

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