It's not Xamarin but Android itself that does not appear to support shared contexts. I worked for a long time to try to get shared contexts working in MonoGame and it just wasn't going to happen.
It is not just Mono for Android that suffers lost OpenGL contexts. It affects all Android apps that use OpenGL. https://groups.google.com/group/android-ndk/browse_thread/thread/6d60f6bcc5cec83a?pli=1 There is a new API in Android 3.0 for GLSurfaceView called setPreserveEGLContextOnPause(), but as explained in this blog http://cjix.info/blog/g3d/egl-context-preservation-on-android/ it isn't guaranteed to actually preserve the context anyway. Sly On 19 April 2012 18:03, johnHolmes <francesco.colo...@gmail.com> wrote: > 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 > > -- > View this message in context: > http://mono-for-android.1047100.n5.nabble.com/OpenGL-Context-and-textures-tp5651138p5651138.html > Sent from the Mono for Android mailing list archive at Nabble.com. > _______________________________________________ > Monodroid mailing list > Monodroid@lists.ximian.com > > UNSUBSCRIBE INFORMATION: > http://lists.ximian.com/mailman/listinfo/monodroid > >
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