[android-developers] Yet another EGL_BAD_MATCH problem. How to do it the right way? For all devices?
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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