I started porting my game on Android, using SDL2 and gl4es (https://github.com/ptitSeb/gl4es) which is a very nice library which will emulate a GL 1.x context on GLES.
In either case, everything works very well on most of the Android devices, except for Nexus 7 2012 (and possibly other Tegra ones), where it fails to create a suitable context. I don’t have any Tegra device, so I can’t test things directly, but I was wondering if there is anything obviously wrong with my settings:
(values for rgb are 8 for each)
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] );
SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 0 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
el_gl_window = SDL_CreateWindow("Eternal Lands", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1, 1, SDL_WINDOW_OPENGL|SDL_WINDOW_FULLSCREEN_DESKTOP|SDL_WINDOW_ALLOW_HIGHDPI);
if(!el_gl_window)
{
LOG_ERROR("%s: %s\n", fail_opengl_mode, SDL_GetError());
SDL_Quit();
exit(1);
}