Hello,
i'm having an issue with threadpools. Basically, i have managed to load my native library (that uses opengles2 shaders for computation) and run it into xamarin. However, since this computation takes a while, i had to wrap it up in a thradpool, to keep the app responsive. And this is where the problem happens: if the library is called from a threadpool, it seems it can't load textures anymore (this happens inside my nativeInit() ) . The handle for glGenTextures is returned as 0
Thanks in advance!
EDIT: "solved", found this http://www.khronos.org/message_boards/showthread.php/9029-Loading-textures-in-a-background-thread-on-Android
"Android apps are normally required to execute all OpenGL ES calls from a single thread because EGL contexts can only be associated with a single thread"