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Old 02-10-2010, 04:21 AM   #7 (permalink)
csmartdalton
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Join Date: Feb 2010
Posts: 2
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Quote:
Originally Posted by csmartdalton View Post
I got around this issue by doing this before creating the textures:
Code:
[EAGLContext setCurrentContext:[my current context in EAGLView]];
It seems to work fine (in the Simulator as well as the device). Does anybody know if this could potentially cause problems?
Never mind. Don't do this! It turns out to be a very bad idea. Your never know what state the other thread has the context in - is it drawing, updating the state, etc.? I ended up loading and decompressing the image file in the worker thread and just doing final calls to glGenTextures() and glTexImage2D() in the main thread.
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