Quote:
Originally Posted by csmartdalton
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?
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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.