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Can't get a GLES context on Tegra devices
EternalLands


Joined: 01 Dec 2016
Posts: 16
I started porting my game on Android, using SDL2 and gl4es (https://github.com/ptitSeb/gl4es) which is a very nice library which will emulate a GL 1.x context on GLES.

In either case, everything works very well on most of the Android devices, except for Nexus 7 2012 (and possibly other Tegra ones), where it fails to create a suitable context. I don't have any Tegra device, so I can't test things directly, but I was wondering if there is anything obviously wrong with my settings:

(values for rgb are 8 for each)
Code:

   SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] );
   SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] );
   SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] );

   SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 );
   SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
   SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
   SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

   el_gl_window = SDL_CreateWindow("Eternal Lands", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1, 1, SDL_WINDOW_OPENGL|SDL_WINDOW_FULLSCREEN_DESKTOP|SDL_WINDOW_ALLOW_HIGHDPI);
   if(!el_gl_window)
       {
         LOG_ERROR("%s: %s\n", fail_opengl_mode, SDL_GetError());
         SDL_Quit();
         exit(1);
       }
EternalLands


Joined: 01 Dec 2016
Posts: 16
oh, and I forgot to mention, I am trying to get a GLES 1.x context, I commented out the GLES 2 stuff in SDL
EternalLands


Joined: 01 Dec 2016
Posts: 16
Well, it turns out it was the depth buffer. For some reason, at least some Tegra devices didn't like 24 bits. It works fine with 16 though.