-So, in a rendering loop like the one of the slide, ANGLE would always
-see angle_MakeCurrent being called with the same context and wouldn't
-update it.
-A simple solution is to invalidate it by calling angle_MakeCurrent using
-a null context at the top of display. This problem wouldn't happen with
-threads or multiple processes but it's interesting to know it.
+So, in a rendering loop like the one of the slide, ANGLE would not be
+aware of any EGL changes to the context (for example that EGL changed
+a texture) it will only see angle_MakeCurrent being called with the
+same context and so, it might not update it.
+
+In that case we'd need to invalidate the cached context by calling
+angle_MakeCurrent using a null context at the beginning of display.
+This problem wouldn't happen with threads or multiple processes but
+it's interesting to know it.
+
+You can read more about these in my blog in the blog post sections
+mentioned in the bullets.