After solving my singleton issues I try to set up my first android rendering process. So far so good, but on several OpenGL calls I got the called unimplemented OpenGL
ES API error message. Based on several google threads, it seems to me that EGL uses OpenGL ES 1 instead of version two. Based on those different threads I've performed the following settings:
Add this lines to manifest:
<uses-feature android:glEsVersion="0x00020000"></uses-feature>
<uses-sdk android:targetSdkVersion="10" android:minSdkVersion="9"></uses-sdk>
My EGL attributes settings:
int attribs[] = {
EGL_LEVEL, 0,
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_ES2_BIT
};
And my EGL contest attributes:
EGLint contextAttrs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
But the error still exists for some OpenGL calls, i.e.:
- glGetBufferParameteriv
- glCreateShader
- glShaderSource
A look to my logs confirm that OpenGL ES 1 is still used:
brLogger (brOpenGLES2.log) registered
EGL version: 1.4
Driver vendor: Android
OpenGL version: OpenGL ES-CM 1.0
Graphics card : Android PixelFlinger 1.4
I try to run my application only with Eclipse ADT emulators.
Have I forgotten something?