You could do the loading of the bitmap in a seperate background thread and generating the textures in your 'mGl' thread when this separate background thread has finished.
I don't think you can use AsyncTask to do this, since the onPostExecute () needs to be executed on the main GUI thread (which is not your 'mGl' thread, i assume). Instead you could use ExecutorService in java.util.concurrent for that. On Aug 27, 9:50 am, Nightwolf <mikh...@gmail.com> wrote: > If the problem is with glGenTextures then why not to generate texture > ids pool beforehand? > > On Aug 27, 8:59 am, Dan Sherman <impact...@gmail.com> wrote: > > > > > I'm converting an app I've written from Canvas to OpenGL, and not having too > > hard of a time yet. > > > However, I've run into one snag that I can't seem to get around. My old app > > was threading image loads, because there are a ton of them, however, it > > looks like the OpenGL implementation protects itself to a single thread. I > > have a basic loadBitmap() function as follows: > > protected static void loadBitmap(GLSprite sprite, int resourceId) { > > int textureName = -1; > > if (mContext != null && mGl != null) { > > mGl.glGenTextures(1, mTextureNameWorkspace, 0); > > > textureName = mTextureNameWorkspace[0]; > > mGl.glBindTexture(GL10.GL_TEXTURE_2D, textureName); > > > mGl.glTexParameterf(GL10.GL_TEXTURE_2D, > > GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); > > mGl.glTexParameterf(GL10.GL_TEXTURE_2D, > > GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); > > > mGl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, > > GL10.GL_CLAMP_TO_EDGE); > > mGl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, > > GL10.GL_CLAMP_TO_EDGE); > > > mGl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, > > GL10.GL_REPLACE); > > > Bitmap bitmap = BitmapFactory.decodeResource(r, resourceId); > > > GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); > > > mCropWorkspace[0] = 0; > > mCropWorkspace[1] = bitmap.getHeight(); > > mCropWorkspace[2] = bitmap.getWidth(); > > mCropWorkspace[3] = -bitmap.getHeight(); > > > sprite.setTextureName(textureName); > > sprite.setSize(bitmap.getWidth(), bitmap.getHeight()); > > > bitmap.recycle(); > > > ((GL11) mGl).glTexParameteriv(GL10.GL_TEXTURE_2D, > > GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0); > > > int error = mGl.glGetError(); > > if (error != GL10.GL_NO_ERROR) { > > // Logging > > } > > } > > > This is based heavily off of the SpriteMethodTest in apps-for-android. If I > > make a call to this function from the thread that mGl was created from, > > everything goes fine. However, if I thread the calls to this function, the > > calls to glGenTextures() fail with a varying error code (changes with each > > run). I haven't been able to find any information regarding how to deal > > with this... > > > Any help? > > Thanks > > - Dan- Hide quoted text - > > - Show quoted text - --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---