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

  • SEARCH
  • Home
  • 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 7011857
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 27, 20262026-05-27T22:10:49+00:00 2026-05-27T22:10:49+00:00

I find that when I enable this developer option, my OpenGL project stops working.

  • 0

I find that when I enable this developer option, my OpenGL project stops working. A bit alarming to say the least.

Logcat shows a zillion of these:

 E/libEGL  ( 1022): called unimplemented OpenGL ES API
 E/libEGL  ( 1022): called unimplemented OpenGL ES API
 E/libEGL  ( 1022): called unimplemented OpenGL ES API
 ...

The first scene renders perfectly well, but after that first swapbuffers(), all susbequent GL ES APIs (even glSetMatrixMode()) do nothing but log “unimplemented API”.

This all works perfectly well (i.e. is implemented) if I have the “Force GPU rendering” option turned off.

So, what does this option actually do?

  • 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
    2026-05-27T22:10:50+00:00Added an answer on May 27, 2026 at 10:10 pm

    That option is intended for developers, so that they could easily test their apps with H/W Acceleration turned on. As I understand it, a 2D app that uses Canvas Apis can benefit from this option since turning this on will indeed force the system to create a native GLES2.0 Context on a different thread and have the Canvas Class use the GLES h/w accelerated backend instead of the Skia one. This native GLES2.0 context creation happens in C Native code and the app developer has no control over this.

    Going back to your issue, the “called unimplemented error message” is basically saying that either (1) you’re indeed using the wrong GL Context (for example, making GLES1.1 calls with a GLES2.0 context or viceversa) or (2) your device wasn’t able to load the GLES drivers and thus the system failing to find the actual GL function pointer. The system knows what to load by reading the egl.cfg file found under /system/lib/egl/ and the GL driver itself is found under /system/vendor/lib/.

    I would follow up with Google as this may just be a bug.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I find that in my daily Flex/Flash work, I do this number a lot:
I find that my constructors are starting to look like this: public MyClass(Container con,
I am wondering is there any mobile phone available in this world that enable
I read about a project that enables the developer to program a HTML5 web
I find that getting Unicode support in my cross-platform apps a real pain in
I find that the .NET event model is such that I'll often be raising
I find that quite often Visual Studio memory usage will average ~150-300 MB of
I find that most books concerning C++ templates don't tell anything about whether it's
I find that I frequently end up writing a function that I always call
I find that if there are a lot of classes the compilation time is

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.