title: Why am I getting "call to OpenGL ES API with no current context"?
body: <p>I am new to both openGL and android development so please forgive me if my question is very trivial.</p>
  
  <p>I am trying to build a simple little app that takes input from the user in three EditTexts representing a 0 - 100% value for each component of a RGB color to be displayed in a GLSurfaceView.</p>
  
  <p>The catch is that I need this to use openGL ES 2.0 and I need to pass the data into the shading program using a uniform value so that once I get it working I can move on to what I am really trying to accomplish.</p>
  
  <p>Upon running what I have written I can get the GLSurfaceView to correctly display the first solid color, but whenever I change any of the values and make calls to rebuild the uniform slot in the shading program I get this error in the LogCat:</p>
  
  <p>ERROR/libEGL(14316): call to OpenGL ES API with no current context (logged once per thread)</p>
  
  <p>and of course the GLSurfaceView remains the initial color.</p>
  
  <p>I've been searching all over for a solution to this problem and as best I can tell I might need to be setting up an EGLContext somewhere before setting my renderer. However, I don't see anything in the API demos about this, and the only information I can find online was written before GLSurfaceView was even available.</p>
  
  <p>Do I need to set up an EGLContext still or have I missed something else?</p>
  
  <p><br></p>
  
  <p>Additional info that may help:</p>
  
  <p>-used an XML file to set up the UI (and as far as I can tell doing it in code doesn't help)</p>
  
  <p>-having the same trouble when I try to load in a new texture from the sd card in a seperate program. I can get the first texture to work fine, but when using the same method to load the second I get the same error and nothing changes.</p>