Right. On the G1, if an app needs an OpenGL context, it takes over the
frame buffer and 2D rendering is suspended until the application
relinquishes control.

As Dianne indicated, there is a lot of work going on our internal
master branch related to supporting multiple OpenGL contexts. This
includes the ability to support an OpenGL surface allocated through
the WindowManager that will play nicely with the 2D view system.

On May 21, 9:54 am, Dianne Hackborn <hack...@android.com> wrote:
> There is currently no support for this.  If you want to have surface flinger
> sit on top of OpenGL, (1) your underlying driver must support multiple
> concurrent OpenGL contexts, (2) implement all of the code to have Surface
> Flinger use the OpenGL API and interact correctly with applications.  Note
> that this kind of work is probably going to be difficult to maintain with
> the platform's changes this year as Surface Flinger is an area where
> significant changes will be happening.
>
>
>
> On Thu, May 21, 2009 at 9:08 AM, AbdulRahman <abdurah...@gmail.com> wrote:
>
> > Hi
>
> > One Doubt:
> > I am looking in to Surface Flinger Design that is on top of OpenGL.
> > How does Surface Flinger work in synch with Gaming Application that
> > can directly interact with
> > OpenGL ? Whether Surface Flinger and the gaming application maintain
> > separate OpenGL context ? Any input on this would be helpful for me.
>
> > Thanks in Advance.
>
> > --
> > Abdul
>
> --
> Dianne Hackborn
> Android framework engineer
> hack...@android.com
>
> Note: please don't send private questions to me, as I don't have time to
> provide private support, and so won't reply to such e-mails.  All such
> questions should be posted on public forums, where I and others can see and
> answer them.
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