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How To Properly Initialize And Terminate Egl On Android

While there are many samples around about using OpenGL ES on Android all of them seems to be incorrect (even ones come with Android SDK/NDK) in respect to initialization/terminatio

Solution 1:

eglTerminate() and eglInitialize() are reference counted so it's okay for each "component" to invoke them. On Android 3.0 in particular, it is very common to have several OpenGL contexts in the same app, and there is no problem whatsoever with EGL.


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