Hi,

Is there any way to force a phone with hardware acceleration (say, the
ADP1) to use software rendering for OpenGL instead (and ideally within
the framework of a GLSurfaceView)? I've been receiving reports that my
game doesn't work well on phones without hardware graphics
acceleration (like the HTC Tattoo). I can test in the emulator, but
emulating the accelerometer doesn't really work well for playtesting.
I'm hoping to see how software rendering feels on my ADP1 instead of
having to buy another phone to test on.

Also, on a related note, is there any way to find out that I'll end up
getting the Pixelflinger as my renderer before I actually get to
onSurfaceCreated in a GLSurfaceView? Once I have a GL10 object, I can
do a glGetString to find out that Android Pixelflinger 1.0 is the
renderer...but can I find out beforehand that there's no hardware
acceleration available?

Thanks,
-Rix

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