Chromium Code Reviews| 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()); |