minggo
minggo
@crazyhappygame thanks.
Is there any test case to reproduce it? Many things can cause crash in OpenGL ES.
@ichinfungi does it reproduce every time? Which IAP you used? Could you please provide a test case based on cpp-empty-test to reproduce it? Thanks.
@stephenhurry @insama I think the crash is because `super.onPause()` will release GL context, and there are some queued message in GLSurface's queue. So i think we should invoke `super.onPause()` like...
@stephenhurry sorry, the method should be ```java @Override public void onPause() { this.queueEvent(new Runnable() { @Override public void run() { Cocos2dxGLSurfaceView.this.mCocos2dxRenderer.handleOnPause(); ((Cocos2dxActivity)Cocos2dxGLSurfaceView.this.getContext()).runOnUiThread(new Runnable(){ @Override public void run() { Cocos2dxGLSurfaceView.super.onPause(); }...
@sbrednikhin engine i think engine will not invoke native codes when it is paused, of course we should invoke super.onPause() after previous queued messages are handled. But engine can not...
@AIGRIND-LLC no matter safe or fail case, it works correctly on my tested device(vivo Y66. I think it is because the opengl es context is not lost. So there is...
@shrinktofit please fix CI error.
@dumganhar could you please take a look. If it is useful, then should sync to v3.8.3 branch.
cocos2d-x uses its own main loop to render a scene, and the FPS is calculated based on it. So it is strange that the FPS is something about VSync. The...