When to call glDeleteBuffers ()

I currently have a built-in function that I call during onDestroy () on the Java side. I call free () on any side pointers that I have allocated memory for. If I also call glDeleteBuffers () in this function, I get an error in logcat indicating

OpenGL ES API call without current context (registered once per thread)

I understand that I can abort the back button. Click and process things more elegantly, but if the application gets killed in another way, what is the best way to make sure that I release gl resources in a timely manner?

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