Comments (9)
Actually, this is required for live wallpapers as well. Unfortunately.
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in opengl-es 1.x in live wallpapers, I think I only load the textures once, when initing, then when the screen going to sleep, and wake up again, the screen textures/vertices not loading again (it keep the old values, and nothing white textures probleme will be), so very fast for my rendering.
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Oh and I used VBO-s for this.
here is my init method: (so only one time)
public void init() {
if (!bInited) {
initAll(); //initAll-> init all textures, and vertices, geometries
bInited=true;
}
}
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Do you mean that you store the Bitmaps, FloatBuffers, etc and then re-upload the textures and re-create the VBOs? That's what's currently happening in Rajawali. The OpenGL context is lost (http://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer.html) so this is needed. There are some hacks but they're not really stable solutions I think. I'll investigate.
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I dont know, but I allways used this methods, so I never reupload that textures, vertices... bacause in your examples too have a lagg when you "back from device sleep", but is only 4 monkey at the moment. But it is takes 3-4 sec to start up again...What about when you have larger/more objects, and more textures? (It will be very-very slow when you recreate those textures and VBO-s again and again)
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Is there a faster method to load all resources when the context lost? In your sample, the 4 monkeys in a live wallpaper on my galaxy s2 it is a little time to load the 4 objects. (3-4 seconds)
It is slow...because I have a lot of items, and lot of textures. (10*1024 texture, and 15 object, animated objects, and simple static 3ds objects). Is tehere a way to do it faster the loadups when the device go to sleep/and back from sleep? :(
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Hi MasDeniss,
It's good your framework, easy to use, has a lot of possibilities. But still have the same problem as in the title of this page. After the phone goes from sleep, I have to wait up to 10 seconds until the animation starts and then these are very bad,with interruptions. In my project I have: 6 textures 512x512 (total:1.2 MB) and 3 serialized objects(total: 32KB).
Could be any solution to solve this problem.
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8(
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Hi,
I'm not able to look at it this week. Next week I'll have some time :-)
On Oct 1, 2012 11:28 PM, "nicke365" [email protected] wrote:
8(
—
Reply to this email directly or view it on GitHubhttps://github.com//issues/18#issuecomment-9046245.
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