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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T23:29:59+00:00 2026-05-26T23:29:59+00:00

I’m trying to load all the game data at the same time, in my

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I’m trying to load all the game data at the same time, in my game scene’s constructor. But it fails, because texture loading works only in an opengl context, like if load method called from draw frame or surfacechanged. But i think it’s ugly to load textures when the drawframe first called or something similar. So is it possible somehow to separate my loading part from opengl functions?

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  1. Editorial Team
    Editorial Team
    2026-05-26T23:30:00+00:00Added an answer on May 26, 2026 at 11:30 pm

    I have exactly the same problem.
    My solution is using the proxy textures. It means that when you’re creating textures using some data from memory or file you’re creating the dummy texture that holds the copy of that memory data or the file path (you can preload the data into memory for faster loading).

    After that the next time my renderer calls bind() (which is something like glBindTexture) I check whether there is data to load and if it exists I just create the new texture and load the data.

    This approach fits best to me, because in my case textures could be created from any thread and any time.

    But if you want to preload all textures you can just do that in onSurfaceCreated or onSurfaceChanged

    The same applies to buffers.

    Another approach is using the native activity (check the NDK example). In this case you can handle context manually but it requires API level 9.

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