What steps will reproduce the problem?
1. Run SpriteMethodtest
2. Run OpenGL render with option which uses hardware buffers (Use Draw
Extension, Use VBO extension).
3. Close application. When the application reaches the freeHardwareBuffers
method instead of clearing up the buffers it terminates the application on
the first call to glDeleteBuffers
What is the expected output? What do you see instead?
The application should shut down cleanly but it is in fact crashing.
What version of the product are you using? On what operating system?
Windows XP Home. Eclipse running emulator.
Please provide any additional information below.
The application 'looks' like it is shutting down when in fact it is
actually crashing.
Original issue reported on code.google.com by alistair.rutherford on 12 Apr 2009 at 7:25
Original issue reported on code.google.com by
alistair.rutherford
on 12 Apr 2009 at 7:25