> It makes sense when you generalized it like that, but in this
> particular case the application gets put in software mode for asking
> for *less* capabilities. If it claims it needs a depth buffer when it
> doesn't, only then does it get the hardware acceleration.
Exactly.

Unfortunately I don't have Samsung Galaxy, so I don't know what
configs are reported when only depth size of 16 is requested.
Can someone please check it out? Maybe it will shed some light on the
problem.

BTW, here guys found that copying libhgl.so from G1 fixes the issue:
http://androidforums.com/samsung-i7500/14611-opengl-working-galaxy-ii5.html


Dmitry

On 7 ноя, 06:02, Lance Nanek <[email protected]> wrote:
> >if you ask for something that it doesn't support, the system will gracefully 
> >fallback to the software
>
>
> On Nov 6, 8:29 am, David Turner <[email protected]> wrote:
>
> > On Fri, Nov 6, 2009 at 1:00 AM, Dmitry.Skiba <[email protected]> wrote:
> > > If your OpenGL game is running badly on Samsung Galaxy, you can try
> > > solution that we have found here:
>
> > >http://www.anddev.org/samsung_galaxy_odd_ogl_es_hardware_acceleration...
>
> > > In short, you need to setup your own EGLConfigChooser and choose depth
> > > size of 16. This is what we found. It seems that otherwise all
> > > rendering is done through software OpenGL.
>
> > > Now question to google guys: why is that?
>
> > Because the GPU has limited capabilities, and if you ask for something that
> > it doesn't support,
> > the system will gracefully fallback to the software implementation ?
>
> > Choosing the best configuration based on the hardware capabilities is quite
> > a standard topic
> > in OpenGL land.
>
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