juce_OpenGLContext.cpp
[code]void initialiseOnThread()
{
associatedObjectNames.clear();
associatedObjects.clear();
// drop any previous data if we're called again (eg Android)
cachedImageFrameBuffer.release(); // <<--------------
nativeContext->initialiseOnRenderThread();
glViewport (0, 0, component.getWidth(), component.getHeight());
context.extensions.initialise();
if (context.renderer != nullptr)
context.renderer->newOpenGLContextCreated();
}[/code]
Annoyingly, you have to recreate the cached image texture when this is called again - which Android does because it likes to trash the OGL context at a whim.