EGL_BAD_ALLOC
EGL_BAD_ALLOC: every time Next was pressed, the entire player and GL effect surface were recreated. The Quest had not yet released the previous surface, causing the next video to fail.
Fixed: Next, Previous, and automatic queue transitions now reuse the existing player and GL pipeline when the video mode remains unchanged. This prevents EGL_BAD_ALLOC errors caused by creating a new surface before the Quest has released the previous one.
