I have another rather rare problem with OpenGL ES which has to do with the 
dreaded EGL_BAD_MATCH problem.

I do know that there is a correlation between the following factors that 
yield that problem and make the game crash:

1. The Android device is most of the time rather old with a dated Android 
version (API level 8 to 10)
2. I explicitly set the surface view holder's pixel format to RGB_888
3. I request the following configuration: setEGLConfigChooser(8, 8, 8, 8, 
16, 8); (I have to admit that I probably don't need a 16 bits depth buffer, 
but I do need the 8 bits stencil buffer)

What I have read so far about this problem is the following "silver bullet" 
solution: just create your own config chooser. I get that point. But even 
then developers say on some forums  that it crashes on some devices, so 
apparently it's pretty difficult to find a good matching configuration that 
doesn't make OpenGL ES crash.

How to approach that problem reliably without having all these gazillion 
Android devices at your hands? Is there a good recipe for that, like a 
solid generic implementation of a chooser?

Thanks in advance


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