|
Re: OpenGL es2.0 question
|
06/26/2013 10:06 AM
post102685
|
Re: OpenGL es2.0 question
Hi Etienne, thanks for the reply and the sharing context solved my problem. Now both instances of maps are rendered on
screen.
Here comes the second question, if the first instance of the render engine is destroyed( so is the egl context
associated with it) and the second EGL context that depends on the first becomes a dangling context? How to deal with
this situation?
What is the best way to deal with it? It looks to me that if I don’t use singletons in my render engine, then both EGL
context and shader program will be independent from each other (though co-exist in the same app process), would that
work?
Again your help is greatly appreciated.
Shawn
|
|
|