once again I need some help:
yesterday I asked this question that was about the way to use a large jpg image as a Bitmap (http://stackoverflow.com/questions/13511657/problems-with-big-drawable-jpg-image) and I resolved myself (Is my own response on that question) but whenever I resume my activity, as it uses that bitmap as the GLRenderer texture it crashes. I've tried many things, the last try was to make that bitmap static in order to keep it as a member variable into the activity but it crashes because, I supose, it looses it's mBuffer.
More details on the Activity code:
I declared it as SingletonInstance into the manifest:
android:launchMode="singleInstance"
in order to keep the tiles for the renderer.
and here some code:
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLSurfaceView = new GLSurfaceView(this);
mGLSurfaceView.setEGLConfigChooser(true);
mSimpleRenderer = new GLRenderer(this);
getTextures();
if (!mIsTileMapInitialized){
tileMap = new LandSquareGrid(1, 1, mHeightmap, mLightmap, false, true, true, 128, true);
tileMap.setupSkybox(mSkyboxBitmap, true);
mIsTileMapInitialized = true;
}
initializeRenderer();
mGLSurfaceView.setRenderer(mSimpleRenderer);
setContentView( R.layout.game_layout );
setOnTouchListener();
initializeGestureDetector();
myCompassView = (MyCompassView)findViewById(R.id.mycompassview);
// Once set the content view we can set the TextViews:
coordinatesText = (TextView) findViewById(R.id.coordDynamicText);
altitudeText = (TextView) findViewById(R.id.altDynamicText);
directionText = (TextView) findViewById(R.id.dirDynamicText);
//if (!mIsGLInitialized){
mOpenGLLayout = (LinearLayout)findViewById(R.id.openGLLayout);
mOpenGLLayout.addView(mGLSurfaceView);
mVirtual3DMap = new Virtual3DMap(mSimpleRenderer, tileMap);
if (mGameThread == null){
mGameThread = new Thread(mVirtual3DMap);
mGameThread.start();
}
}
On getTextures method I get few small textures and the largest one as in my last question self response:
if (mTerrainBitmap==null){
InputStream is = getResources().openRawResource(R.drawable.terrain);
try {
// Set terrain bitmap options to 16-bit, 565 format.
terrainBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565;
Bitmap auxBitmap = BitmapFactory.decodeStream(is, null, terrainBitmapOptions);
mTerrainBitmap = Bitmap.createBitmap(auxBitmap);
}
catch (Exception e){
}
finally {
try {
is.close();
}
catch (IOException e) {
// Ignore.
}
}
}
So, again, first time it works great but when I go back I do:
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
}
@Override
protected void onStop() {
// TODO Auto-generated method stub
super.onStop();
if (mVirtual3DMap != null) {
try {
mVirtual3DMap.cancel();
mGameThread=null;
mVirtual3DMap = null;
mGLSurfaceView.destroyDrawingCache();
mSimpleRenderer=null;
System.gc();
} catch (Throwable e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
And whan I resume the activity:
@Override
protected void onResume() {
super.onResume();
mGLSurfaceView.onResume();
if (mVirtual3DMap != null) {
try {
mVirtual3DMap.resume();
} catch (Throwable e) {
e.printStackTrace();
}
}
}
And it crashes.
Why?? Ok, here is the exception cause on the GLThread:
java.lang.IllegalArgumentException: bitmap is recycled...
I tried this messy stuff because launching more than two times the original activity the application crashes bacuse of this or because of the amount of memory used and now I don't know if revert all these changes or what todo with this.
Is there a good way to keep in memory and usable, by this or another application activity, this bitmap?
Please, I need your advices.
Thanks in advance.