Results 17 comments of August1996

> @August1996 have you observed this behavior on the emulator? I haven't tried it on the emulator, I'm using a physical machine.

> how did you determine that "Structure Pass" was taking a lot of time? What tool did you use? i add some code to calculate and then compile the sources.

To avoid the crash, i do something useful for these machines(Android 31 with above gpus), but it is temporary. - disable `antiAliasing` - disable `bloomOptions` - disable `TimerQuery`

I meet the same problem, and this issue seems become more serious from 1.31.2 to 1.39.0

![image](https://github.com/google/filament/assets/15972489/89f4e231-cfe3-4972-b70f-e41c105775ef) The face broken will fixed when i cancel destroy morph target.

![image](https://github.com/google/filament/assets/15972489/c42cb4cd-ce53-488e-b217-f911d2cab43a) The face broken will be fixed alose when i cancel to delete mTbHandle and mPbHandle.It seems that the previous delete operation affects the next texture generation.

@pixelflinger @poweifeng Hello, How is this issue going?