thx,

yes I am checking all gl calls with glGetError,
but more importantly: I check for matching configs, and do get a match back for 
my test device (Acer Iconia).

I'll try 565 but I will be surprised if that fixes double buffering.

  Bram

On 2011-12-29, at 12:43 PM, Indicator Veritatis wrote:

> Do you have to use 8 bits for each of RGB? Surfaces and textures on
> many Android devices only support 565, as has often been reported in
> this group. What has not been so clearly reported is what goes wrong
> if you specify the wrong (unsupported) values. Are you checking for
> EGL error codes after setting this configuration?
> 
> On Dec 27, 4:15 pm, Bram Stolk <[email protected]> wrote:
>> 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/threa...
>> 
>> 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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