Thanks for the head's up. I'm still trying to digest the solution proposed by Google when you had issues with Droid/Android 2.0. I'd be wary of blindly asking for just a specific EGL_DEPTH_SIZE. Maybe a better solution would be to ask for all configs with the desired RGBA sizes and where EGL_CONFIG_CAVEAT is EGL_NONE. As far as I can tell from reading the EGL spec, this should give you something hardware accelerated at or better than the requested color sizes.
If no suitable EGLConfigs are found, an EGLConfig where EGL_CONFIG_CAVEAT is EGL_SLOW_CONFIG should be chosen (implies software rendering).
I recommend that people read the EGL spec before using the proposed solution (http://www.khronos.org/registry/egl/
). It is quite an interesting document but I'm weird like that . . . also while playing around with supported EGLConfigs on my HTC Magic, I see a EGL_NON_CONFORMANT_CONFIG RGBA=8888 config. Very interesting!
EDIT: To clarify, the Google fix I'm talking about is mentioned here: http://groups.google.com/group/android-developers/browse_thread/thread/859adcf26d4350de/1a785843c3f1dd8c#1a785843c3f1dd8c
Woo Games http://www.woogames.com
They have found a fix for the OpenGL hardware acceleration on the Galaxy. You have to use a depth size of 16.
EDIT: This would explain why CraigsRace ran ok on the Galaxy, as I was already doing this. However, in the latest version, I removed it, as I was also specifying the RGB size which apparently was causing issues with the DROID (running Android 2.0). Could anyone check that CraigsRace still runs ok on the Galaxy? Thanks.