I'm currently developing a 2D game using OpenGL-ES and GLSurfaceView.
I came to a point where I needed a game-thread and a rendering thread (which GLSurfaceView provides).
So I though the renderer shouldn't waste its time in the draw call waiting for its activation - so change the rendermode of the SurfaceView to 'RENDERMODE_WHEN_DIRTY'
But as it seems, the draw-call doesn't happen instantly as it is supposed to (nor it waits for it! - simply skips it)
Is there a workaround/am I using it wrong?