Hi,
I'm still having issues with OpenGL :
I can't find a way to update the screen after updating the eglContext. Before going further in my explanation, here is how I proceed :
I have a frame containing an EGL Context, which is initialised when the frame's created (almost the same params as in the cube example).
I then start an infinite loop (containing the game), and at a fixed rate, calling the method updating the context (which for now do a makeContext, update the clearColor of the screen, clean the color buffer and swap the buffer).
When I use a Timer to ask for the redraw instead of my infinite loop, it's working, but the Timer architecture does not match the architecture of the game I'm currently porting...
It seems that the method updating the screen is not called due to the infinite loop, so here is my question :
Is there a way to force the screen to update ? or to wait the screen update before continuing ?
I already tried the eglWait* methods, but I'm not sure I did it well...
Thanks
Benjamin