On Thu, Oct 22, 2015 at 3:40 AM, Max Savenkov
<max.savenkov@xxxxxxxxxx> wrote:
I think I found another bug in Android implementation. For some reason, in 'android_acknowledge_drawing_halt(ALLEGRO_DISPLAY
*dpy)' Allegro does not delete resources of bitmap if it has
ALLEGRO_NO_PRESERVE_TEXTURE flag set. Since in reality FBOs and textures
for those bitmaps are deleted when OpenGL context is deleted during
suspension, this leads to corruption after the game is resumed. I'm not
very clear on details, but somehow OTHER bitmaps may end up corrupted
because of this.
Sounds like either
FBO or texture ids are not reset, and so in the new OpenGL context they
point to the wrong ones... normally *all* bitmaps need to be recreated
after destroying the OpenGL context.