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Home/ Questions/Q 8615497
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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T05:23:32+00:00 2026-06-12T05:23:32+00:00

My application (written in C++ with a Java bootstrap code) is running perfect on

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My application (written in C++ with a Java bootstrap code) is running perfect on my Android MID device, but it’s not working on a friend’s Moto MB865 phone.
After digging with the GL context creation procedure, I found the EGL_NATIVE_RENDERABLE is GL_FALSE for all configurations which support OpenGL ES 2.0

It means I cannot access OpenGL ES 2.0 with my native code.

Why does the system has this strange restriction? I thought the native code can access all the OpenGL configurations before this.

Is there any way to work around this restriction? Or do I have to write a delegate to access EGL2 via JNI?

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  1. Editorial Team
    Editorial Team
    2026-06-12T05:23:33+00:00Added an answer on June 12, 2026 at 5:23 am

    EGL_NATIVE_RENDERABLE has nothing to do with the NDK.

    It just indicates the capability of the native rendering API to draw to buffers.

    Refer to EGL spec: http://www.khronos.org/registry/egl/specs/eglspec.1.4.pdf
    Paragraph 2.2.3 Interaction With Native Rendering:

    Native rendering will always be supported by pixmap surfaces (to the
    extent that native rendering APIs can draw to native pixmaps). Pixmap
    surfaces are typically used when mixing native and client API
    rendering is desirable, since there is no need to move data between
    the back buffer visible to the client APIs and the native pixmap
    visible to native rendering APIs. However, pixmap surfaces may, for
    the same reason, have restricted capabilities and performance relative
    to window and pbuffer surfaces. Native rendering will not be supported
    by pbuffer surfaces, since the color buffers of pbuffers are allocated
    internally by EGL and are not accessible through any other means.

    The reason of your problem should be different (GLES 2.0 unsupported, etc.).

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