Dear All,

I'm porting some iPhone OpenGL code that uses a separate thread for
OpenGL texture loading.  To do this, I create a new OpenGL context in
the same "sharegroup" as the main rendering context, and then the
textures loaded in one context are available to the other.

I've not seen any equivalent to this on Android.  Is this correct, or
am I missing something?

My code is C++, but as far as I can see the situation is the same for
Java OpenGL code.

Thanks for any suggestions.


Phil.

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