Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

No OpenGL context found in the current thread

I am using LibGDX to make a game. I want to simultaneously load/unload assets on the fly as needed. However, waiting for assets to load in the main thread causes lag. In order to remedy this, I've created a background thread that monitors which assets need to be loaded (textures, sounds, etc.) and loads/unloads them appropriately.

Unfortunately, I get the following error when calling AssetManager.update() from that thread.

com.badlogic.gdx.utils.GdxRuntimeException: java.lang.RuntimeException: No OpenGL context found in the current thread.

I've tried runing the background thread in the main thread in the beginning and just dealing with the first few screens, and everything works fine. I can also change the algorithm to just load everything into memory from the start in the same thread, and that works as well. However, neither works in the background thread.

When I run this on Android with OpenGL ES 2.0 (which is flexible in odd ways) instead of on Windows, everything runs fine, and I can even get the pixel dimensions of the images - but the textures render black.

My searches have told me that this is an issue of the OpenGL context being bound to a single thread, but not much else. This explains why everything works when I shove it in the main thread, and not when I put it in a different one. How do I fix this context problem?

like image 251
GraphicsMuncher Avatar asked Apr 24 '13 22:04

GraphicsMuncher


1 Answers

First things first, you should not access the OpenGL context outside of the rendering thread.

I assume you have looked at these already, but just to make sure read up on the AssetManager wiki article, which talks a bit about how to use the AssetManager for asynchronous managing of assets. In addition to the wiki article, check out the AssetManagerTest to better understand how to use it. The asset manager test is probably your best bet into loading at how to dynamically load assets.

If you are loading a ton of stuff, you may want to look into creating a loading bar to load anything large upfront. It might work to check assets and such from another thread (and set a flag to call update), but at the end of the day you will need to call update() on the rendering thread.

Keeping in mind you have to call update() it from a different thread, I don't see why you would want another thread to check conditions and set a flag. There is probably more overhead using another thread and synchronizing the update() call than to just do it all on the rendering thread. Also, the update() method only pauses for a couple milliseconds at a time as it incrementally loads files. Typically, you would simply call load() for your asset, then check isLoaded() on your asset. If it isn't loaded you would then call update() once per frame until isLoaded() returns true. Once it returns true, you can then call get() and get whatever asset you were loading. This can all be done via the main rendering thread without having the app lag while its loading.

If you really want your other thread to call update(), you need to create a Runnable object and call postRunnable() such as how they have it described in the wiki article on multi-threading with libGDX. However, this defeats the whole point of using other threads because anything you use with postRunnable runs synchronously on the rendering thread.

like image 200
Jyro117 Avatar answered Oct 14 '22 13:10

Jyro117