I am looking to implement texture sharing between two EGL contexts in two different threads. One thread to do the drawing, and one to load the textures.

Are there any examples of how to do this?

If I am just loading a texture from a context do I need to call:

eglMakeCurrent(currentDisplay, localSurface, localSurface, localContext);

do I need a surface at all? or is calling:

eglCreateContext(currentDisplay, currentConfig, currentContext, null);

enough?


Regards,
Keean.