It seems like I did not need the alpha channel.  

I wasn't sure because I was using some less common Porter-Duff blending for 
a fire and explosion particle effect.  Anyhow, I removed the alpha channel, 
and it looks the same.  

Also, I made a mistake, and I didn't really need the depth buffer.  So, I'm 
basically trying RGB 888 now with no depth buffer.

It's pretty much this:

this.setEGLConfigChooser(8, 8, 8, 0, 0, 0); 

I'm going to keep an eye on the ACRA logs, and hopefully I won't see any 
more stuff about EGL_BAD_MATCH.

Thanks.


On Monday, May 13, 2013 2:45:24 PM UTC-5, Romain Guy (Google) wrote:
>
> I don't know of any device out there that doesn't support RGB 888 with a 
> 16 bits depth buffer. The Android UI toolkit requires an RGBA 8888 
> configuration to work.
>
> By the way, do you need the alpha channel? Unless your window is 
> translucent you should avoid using it.
>
>
> On Mon, May 13, 2013 at 12:32 PM, bob <[email protected]<javascript:>
> > wrote:
>
>> Let's say you're setting up a GLSurfaceView.
>>
>> You want it to look good, so you do this:
>>
>> this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
>>
>> That's probably fine *if* the user can support that video mode.
>>
>> But what about, if for some reason, the user's device can't support that 
>> mode?
>>
>> Is there a graceful way to detect this condition and fall back to a less 
>> desirable video mode?
>>
>> Thanks.
>>
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> -- 
> Romain Guy
> Android framework engineer
> [email protected] <javascript:>
>  

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