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 -- -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.

