diff --git a/ext/native/thin3d/GLRenderManager.cpp b/ext/native/thin3d/GLRenderManager.cpp index 49334d27fa..64852bf100 100644 --- a/ext/native/thin3d/GLRenderManager.cpp +++ b/ext/native/thin3d/GLRenderManager.cpp @@ -130,8 +130,9 @@ void GLRenderManager::ThreadEnd() { // Good point to run all the deleters to get rid of leftover objects. for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) { - frameData_[i].deleter.Perform(this, false); - frameData_[i].deleter_prev.Perform(this, false); + // Since we're in shutdown, we should skip the GL calls on Android. + frameData_[i].deleter.Perform(this, skipGLCalls_); + frameData_[i].deleter_prev.Perform(this, skipGLCalls_); for (int j = 0; j < (int)frameData_[i].steps.size(); j++) { delete frameData_[i].steps[j]; }