Hi,
I noticed that the GLPlayer/GLRenderer are not threadsafe : I had a lot of trouble while using another thread to prepare my renderings : a lot of OUT_OF_MEMORY, and corrupted textures.
More precisely, I was using a thread managing the application basic and the rendering, and another managing the game logic and the rendering preparation.
There was no GL calls in my first thread, and every 60fps the GLplayer was waiting for the rendering preparation to complete (if needed), then locking while the rendering was done, then unlocking, and was starting again (I agree, it's a bit ugly).
At the same time, the second thread was preparing the gl objects (vbo, textures, etc...), and waiting for the draw request. Then it rendered, and started again...
The problem was that randomely, the memory was "running out" (even if there was still plenty free), or the textures were corrupted...
As I found that really weird, and after a lot of experiments, I tried to export the content of my main loop in the draw call of the renderer... And shazam, no problem anymore.
I hope that it helps someone,
and if there is a Tizen developper here, could it be possible to implement a Thread oriented GLPlayer (the current version is Timer oriented isn't it ?).
Cheers
Benjamin