My application (written in C ++ with Java bootstrap code) works fine on my Android MID device, but it doesn't work on another Moto MB865 phone. After digging through the GL context creation routine, I found that EGL_NATIVE_RENDERABLE is GL_FALSE for all configurations that support OpenGL ES 2.0
This means that I cannot access OpenGL ES 2.0 with my own code.
Why does the system have this strange limitation? I thought that native code could access all OpenGL configurations before that.
Is there a way around this limitation? Or do I need to write a delegate to access EGL2 through JNI?
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