Hi,

I know that with the current version of M4A, when writing OpenGL
applications (games), you need to handle context destruction/creation when
the app is sent to background (eg. press the home button). This means you
have to "reload" textures and bind them to the new context. This could take
a variable period of time, depends on how big are your assets.

In my case I've got ~5mb of pngs to load.

What is not clear to me is why all others game (maybe written in java?) are
superfaster when they come back from background! Seems like they never get
rid of the gl context and textures. It is possibile?

A way to shorten the load time it could be have multithread texture load,
but it is not clear to me if the m4a team have implemented at all shared
contextes.

any help will be appreciate
Francesco

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