Index: chrome/browser/android/vr_shell/vr_gl_thread.cc |
diff --git a/chrome/browser/android/vr_shell/vr_gl_thread.cc b/chrome/browser/android/vr_shell/vr_gl_thread.cc |
index 0697b1d71fa8e3f0bd46a8af500185b2f53c68c3..8b341c94d98cd49938ba3f82e85447c423d98c80 100644 |
--- a/chrome/browser/android/vr_shell/vr_gl_thread.cc |
+++ b/chrome/browser/android/vr_shell/vr_gl_thread.cc |
@@ -34,6 +34,14 @@ VrGLThread::~VrGLThread() { |
void VrGLThread::Init() { |
scene_ = base::MakeUnique<UiScene>(); |
scene_manager_ = base::MakeUnique<UiSceneManager>(scene_.get()); |
+ |
+ // TODO: Clear up the init order. We should create the GL object first, as it |
cjgrant
2017/04/19 16:24:52
Elaborating: This isn't a big deal, but we should
|
+ // is the tool used to draw the scene, and it supplies texture IDs as elements |
+ // are created. However, the GL object also needs a pointer to the scene, so |
+ // it has something to draw. Possibly just supply the scene pointer to |
+ // VrShellGl after it's created. Whatever happens, be sure to tear things |
+ // down later in the inverse order. |
+ |
vr_shell_gl_ = base::MakeUnique<VrShellGl>( |
std::move(weak_vr_shell_), std::move(main_thread_task_runner_), gvr_api_, |
initially_web_vr_, reprojected_rendering_, scene_.get()); |