Actually, sorry, I got the problem description messed up. It's not eglCreateContext() who generates BAD_MATCH, that function actually indicates no problem. It's the subsequent eglMakeCurrent() that fails with BAD_MATCH.
My EGL (1.3) spec gives a number of conditions under which eglMakeCurrent() can fail with BAD_MATCH, like surfaces not being compatible with context, or surfaces not being able to fit into memory, or null context or surfaces. The way I understand this though, none of those would go away by just specifying EGL_NO_CONTEXT as share_context in eglCreateContext(). On Thu, Jul 12, 2012 at 11:40 PM, Latimerius <[email protected]> wrote: > While creating a GLES context for off-screen rendering using > eglCreateContext(), if I set the third parameter ('share_context') to > the window context that's used for ordinary rendering to the screen to > avoid having to upload textures etc. to the new context I get > BAD_MATCH. > > EGL spec says BAD_MATCH may be generated by eglCreateContext() if GLES > server context state for all sharing contexts does not exist in a > single address space. I don't know how to verify this - I believe the > contexts in my case (the window context created by GLSurfaceView and > the other by my code) should meet the requirement, however I'm still > getting BAD_MATCH. > > Could someone help me out with this? Not having to upload everything > to the newly created off-screen context would be a performance boon... > > Thanks! -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

