When i was figuring out how to work with OpenGL ES, OpenGL, and EGL using the sdk I found a small bug with the eglCreateContext, and eglBind functions. First off is that the eglCreateContext Function completely ignores the attrib_list of the call.
//
if(!eglBindAPI(EGL_OPENGL_API))
{
printf("Could not Bind OpenGL API\n");
return GL_FALSE;
}
// Set OpenGL Client Version
EGLint myRequestedClientVer[3];
myRequestedClientVer[0] = EGL_CONTEXT_CLIENT_VERSION;
myRequestedClientVer[1] = 5;
myRequestedClientVer[2] = 0;
// Create Context
EGLContext eglContext;
eglContext = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, myRequestedClientVer);
if (eglContext == EGL_NO_CONTEXT){
printf("Could not create EGL context\n");
// eglGetError() should return EGL_BAD_ATTRIBUTE
DestroyNativeWin(nativeDisplay, nativeWin);
CloseNativeDisplay(nativeDisplay);
return GL_FALSE;
}