I am using the above mentioned SDK and I recognized a bug when cleaning up EGL. My code crashes when calling eglMakeCurrent(eglDisplay, NULL, NULL, NULL);
eglDisplay is valid and I also tried the EGL_NO_* flags. Same effect.
I noticed, that the problem only occurs, if I am passing "a lot" of triangles to the engine during rendering.
Has anyone encountered a similar problem? Any solutions to solve this problem?
By the way: The problem does not occur with the Rasteroid 3.1 SDK.