//Activity







    @Override
    public boolean onKeyDown(int keyCode, KeyEvent event){
    	switch(keyCode)
    	{
    	case KeyEvent.KEYCODE_BACK:
        	android.os.Process.killProcess(android.os.Process.myPid());
    		break;
    	case KeyEvent.KEYCODE_POWER:
        	android.os.Process.killProcess(android.os.Process.myPid());
    		break;
    	}


    	return super.onKeyDown(keyCode, event);
    }
    


    @Override
    public void onResume() {
    	MusicMgr.GetInstance().SetMusic(tempIsMusic);
    	SoundMgr.GetInstance().SetSound(tempIsSound);
        context = getApplicationContext();
        /*
        if ( AppMain.GetInstance().IsInit() ) {
    		TextureMgr.GetInstance().EraseTexture();		
    		
        }
        */
    	super.onResume();
    	
    }


 //Renderer















	public void onSurfaceCreated(GL10 gl, EGLConfig config) {
	
		GLMgr mgr = GLMgr.GetInstance();
		mgr.SetGL(gl);


		m_app = AppMain.GetInstance();
		
		if ( !m_app.IsInit() ) {
		SoundMgr.GetInstance().CreateSoundPool();


		m_app.OnInit();
		}
		


	}
	
	public void onSurfaceChanged(GL10 gl, int width, int height) {
		// TODO Auto-generated method stub
		GLMgr mgr = GLMgr.GetInstance();
		
		mgr.SetGL(gl);
		mgr.SetTextureType();
		mgr.SetAlphaBrend();
		mgr.SetProjection( width , height);
		
		TextureMgr.GetInstance().ReloadTexture();		
	}


 //GLMgr







	public boolean SetTextureType(){
		if ( null == m_gl )
			return false;
		m_gl.glEnable( GL10.GL_TEXTURE_2D );
		m_gl.glEnableClientState( GL10.GL_VERTEX_ARRAY );
		m_gl.glEnableClientState( GL10.GL_TEXTURE_COORD_ARRAY );
		
		return true;
	}
	public boolean SetAlphaBrend(){
		if ( null == m_gl )
			return false;
		m_gl.glEnable( GL10.GL_BLEND );
		//m_gl.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
		m_gl.glBlendFunc( GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA );
		
		return true;
	}
	public boolean SetProjection( int width, int height )
	{
		if ( null == m_gl )
			return false;
		
		m_gl.glViewport(0, 0, width, height);
		m_gl.glMatrixMode(GL10.GL_PROJECTION);
		m_gl.glLoadIdentity();
		
		m_gl.glOrthof( -MyView.m_screenGapX, 
				MyView.kVirtualScreenWidth + MyView.m_screenGapX, 
				MyView.kVirtualScreenHeight + MyView.m_screenGapY,
				-MyView.m_screenGapY, 1.0f, -1.0f );


		m_gl.glMatrixMode(GL10.GL_MODELVIEW);
		m_gl.glLoadIdentity();
		//m_gl.glScalef(2, 2, 1);


		m_gl.glDepthMask(false);


		return true;
	}



TextureMgr.GetInstance().ReloadTexture()

란 녀석은 현재 로딩된 해시맵에 담겨있는 텍스쳐를 현재 GL을 사용하여 다시 로딩하는 작업을 하고 있고 제대로 동작하고 있습니다.


뭔가 빼먹은게 있나요?

잠궜다가 해제할때 화면에 텍스쳐들은 출력이 되는데 위치나 회전들이 다 정상이 아닙니다 -_-;


이것땜에 이틀째 고생중입니다.


혹시나 아시는 분이 있다면 꼭좀 도와주십시오...