According to the spec, EGL allows multiple threads to each bind to
(different) rendering contexts, and do simultaneous rendering each to
their own context.
In practice I have *never* seen a platform which did this. They either
(a) simply crash if you try to do an EGL/OpenGL operation from the wrong
thread, or (b) ignore the current thread completely and maintain a
single global context.
So far all the Android devices I've seen appear to do (b). Is this
intentional, or just a limitation in the Android common code or the
vendor's OpenGL library? Are there any Android devices which behave
differently? Are there any plans to change the behaviour?
--
┌─── dg@cowlark.com ───── http://www.cowlark.com ─────
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│ cursing is more dangerous than being hit by a car." --- Scott Adams