I 've been beating my head against the wall on this, so it's time to ask for help.
I 've ported my game engine from iPhone to Windows CE (it actually started out policyears ago as a wince engine, so I 've developed it with portability in mind ). I 've also maintained a Windows build (full windows) all along for development.
I'm having problems initializing OpenGL ES on the HTC Touch Pro 2. Now what is maddening is that one of the builds worked fine, but I can't reproduce that success.
For starters, I'm linking to the Vincent ogles implementation. if I use the Vincent libgles_cm.dll on a Dell x50v then it renders fine using software (so it's very slow-I haven't begun to see about using the gles Lite hardware implementation on that device yet ). so is using the Vincent implementation without the software Renderer DLL the correct method on a device like the TP2?
I tried this OpenGL ES SDK:
Http://www.khronos.org/message_board...hp? F = 11 & t = 1433
But it crashes on the first call to any ogles API (eglgetdisplay). So I assume the linker Lib is not mapping correctly to the TP2's DLL.
With Vincent it is failing at eglcreatecontext, which returns egl_bad_attribute. if I do not specify an attribute list (which I see is how many other implementations call that routine) then it crashes. if I send an attribute array just containing egl_none then it also crashes. it has to have at least one actual attribute to not crash.
I'm using attributes that are valid, and have tried events, combined combinations, but it still returns egl_bad_attribute.
Any suggestions wocould be greatly appreciated.