One thing to watch out for is that the GL debug flag has no effect if
you are using the android.opengl.GLES** classes to make your GL calls.
If you're using these classes, you have to check for errors manually,
like so:

         /**
         * Throws {@link GLException} if {@link GLES11#glGetError()}
         * returns anything other than {@link GLES10#GL_NO_ERROR}
         *
         * @throws GLException
         */
        public static void checkGLError() throws GLException
        {
                int err = GLES10.glGetError();
                if( err != GLES10.GL_NO_ERROR )
                {
                        throw new GLException( err );
                }
        }

Ryan

On Jan 20, 2:25 pm, pedr0 <[email protected]> wrote:
> Hi at all,
> I have some strange  behavior issues on texture-mapping with OpenGL ES
> 1.1
>
> 1)This is the right picture (Samsung Galaxy S):
>  http://i.imgur.com/j00Zy.png
>
> 2)This an wrong picture (HTC Magic):
>  http://i.imgur.com/P8NCW.png
>
> 3)This is another wrong picture (Ideos):
>  http://i.imgur.com/aOAza.png
>
> I am very disappointed for that, could someone help me?
> I have mapped a texture in a  Sphere using OpenGL ES 1.1, the OpenGL
> need version is write in the AndroidManifest.xml file.
>
> In the 2th case I can read a lot of this message:
>
> E/libEGL  ( 2372): called unimplemented OpenGL ES API
>
> I configured the checkError flag in OpenGLViewRender, but I cannot see
> the OpenGL call which
> cause this message.
>
> Thanks a lot in advance.
>
> pedr0

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