Hi,

I am experience flicker in the visuals, which after some
investigation, turns out to be caused by drawing taking place in the
FRONT buffer, instead of the BACK buffer.

I've found this old thread on this issue:
http://groups.google.com/group/android-developers/browse_thread/thread/a26e54b5ecfd3e00/c831a4933330b2ab?lnk=gst&q=double+buffer#c831a4933330b2ab

I can see the flicker happening, even with absence of any touch
events.
Visuals that are overdrawn later in the frame are briefly visible none
the less.
The only way I can explain this behaviour is that the drawing occurs
in the front buffer.

Some details on my code:
- I use OpenGL ES2
- NDK r7
- Device: Acer Iconia Tablet running Android2.3
- Using NativeActivity, with all-C code, no java code
- Using this spec for choosing GL config:
    const EGLint attribs[] = {
            EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
            EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
            EGL_DEPTH_SIZE, 16,
            EGL_BLUE_SIZE, 8,
            EGL_GREEN_SIZE, 8,
            EGL_RED_SIZE, 8,
            EGL_ALPHA_SIZE, 8,
            EGL_NONE
    };
- Only do glClear(), one glDrawArray with LINES, and one glDrawArray
with TRIANGLES per frame.
- Use eglSwapBuffers() at the end of my engine draw func.

Any tips on how I could fix this?

thx,

  Bram

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