You can but you only need the callback information for knowing when
the surface has been created/modified or destroyed.  The renderer will
get the same callbacks.

The important things are these:

Your activity should only be creating one GLSurfaceView in onCreate
and releasing it in onDestroy
Your activity onPause and onResume must call your GLSurfaceView's
onPause and onResume.
Ideally, your GLSurfaceView will create your renderer.
Your renderer needs to reload everything (textures, vbos, etc) to
video memory when the surface has changed.
After the surface has changed, when reloading, get all new texture and
vertex buffer IDs.  Do not use the old ones or you could crash the gl
system.

If you follow these rules, your app should play nicely with Android.

On Sep 22, 11:05 am, Guian <guiandou...@gmail.com> wrote:
> thx for your answer. I'm not familiar with it, should I use a
> SurfaceHolder.Callback to be notified when the surface is created and
> destroy ?
>
> On 21 sep, 23:15, Robert Green <rbgrn....@gmail.com> wrote:
>
> > Check to make sure that at the time of resume, you're not hanging on
> > to old surface holders or anything like that.  I use GLSurfaceView
> > onPause and onResume and they work correctly for me on the G1 and
> > Emulator.
>
> > On Sep 21, 8:18 am, Guian <guiandou...@gmail.com> wrote:
>
> > > well, I did put those lines in the onPause/onResume methods but still
> > > have the black screen with this error in the logcat:
>
> > > ERROR/SurfaceComposerClient(15353): using an invalid surface id=0,
> > > identity=1431 should be 1435
>
> > > Doesn't seem exactly the same error...
> > > can anybody help please ?
>
> > > On 30 août, 09:59, Cor <cg0...@gmail.com> wrote:
>
> > > > In the mean time I found this was a classic RTFM case ;-)
>
> > > > If you use GLSurfaceView you have to call view.onPause() and
> > > > view.onResume() respectively in the activities onPause() and anResume
> > > > () methods
>
>
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