Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 7564711
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 30, 20262026-05-30T13:58:00+00:00 2026-05-30T13:58:00+00:00

I am working to implement an OpenGL ES 2.0 fully in C++ for Android.

  • 0

I am working to implement an OpenGL ES 2.0 fully in C++ for Android.

Currently our program runs without JNI or any java class in the project, using instead only NativeActivity.

Focusing on the application rendering part itself, we got a simple method:

renderWorld()
{   GLfloat vVertices[] = {  0.0f,  0.5f, 0.0f,
                            -0.5f, -0.5f, 0.0f,
                             0.5f, -0.5f, 0.0f };
    glClear ( GL_COLOR_BUFFER_BIT );

    glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices );
    glEnableVertexAttribArray ( 0 );

    glDrawArrays (GL_TRIANGLES, 0, 3 );
}

In Android.mk was included:

LOCAL_LDLIBS    := -landroid -llog -lEGL -lGLESv1_CM -lOpenSLES -lGLESv2

And in AndroidManifest.xml is informed:

    <uses-feature android:glEsVersion="0x00020000"></uses-feature>

So, the program debugs and compiles with no problem. When set to run, comes the message:

    error  libEGL   called unimplemented OpenGL ES API

The Forum gives a suggestion workable for java – Android: GLES20: Called unimplemented OpenGL ES API , including to the code the command setEGLContextClientVersion:

    GLSurfaceView surfaceView = new GLSurfaceView(this);
    surfaceView.setEGLContextClientVersion(2);

However, the setEGLContextClientVersion is kind of a wrapper method meant for java.

The setEGLContextClientVersion does not belong to OpenGL ES native, and can not be applicable for native C++ OGLES development.

Therefore, I used instead:

const EGLint attribList[] = {EGL_CONTEXT_CLIENT_VERSION, 2,EGL_NONE};
mContext = eglCreateContext(mDisplay, lConfig, EGL_NO_CONTEXT,attribList);

But the error has not gone away yet.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-30T13:58:01+00:00Added an answer on May 30, 2026 at 1:58 pm

    Are you using real device (which?), or you are on emulator (which doesn’t support OGL ES2)? Also I’m not sure if linking GLESv1_CM and GLESv2 in same app is a good idea. If you want OpenGL ES 2.0, then link only to GLESv2.

    How did you initalized EGL context? Did you used EGL attribute EGL_OPENGL_ES2_BIT like:

    EGLint aEGLAttributes[] =
    {
        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // <--- OpenGL ES 2.0
        ...
        EGL_NONE
    };
    ...
    eglChooseConfig(m_EGLDisplay, aEGLAttributes, aEGLConfigs, 1,
                &cEGLConfigs)
    ...
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

Working on a project at the moment and we have to implement soft deletion
I am working a school project to implement a Huffman code on text. The
I am working on a project to implement digital signatures of outgoing messages and
I am working on a project that I want to implement AJAX, and I
I am working on a project that requires me to implement two horizontal scroll
I am working on a project that requires that i implement a mechanism for
I'm working on one project and it would be very handy to implement live
I'm working on a (rather) simple 2D project in OpenGL. It's some sort of
I'm working a program which renders a dynamic high resolution voxel landscape. Currently I
I am developing a CAD application using Delphi2010 and OpenGL. Currently, i am working

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.