return"The last function succeeded without error.";
break;
caseEGL_NOT_INITIALIZED:
return"EGL is not initialized, or could not be initialized, for the specified EGL display connection.";
break;
caseEGL_BAD_ACCESS:
return"EGL cannot access a requested resource (for example a context is bound in another thread).";
break;
caseEGL_BAD_ALLOC:
return"EGL failed to allocate resources for the requested operation.";
break;
caseEGL_BAD_ATTRIBUTE:
return"An unrecognized attribute or attribute value was passed in the attribute list.";
break;
caseEGL_BAD_CONTEXT:
return"An EGLContext argument does not name a valid EGL rendering context.";
break;
caseEGL_BAD_CONFIG:
return"An EGLConfig argument does not name a valid EGL frame buffer configuration.";
break;
caseEGL_BAD_CURRENT_SURFACE:
return"The current surface of the calling thread is a window, pixel buffer or pixmap that is no longer valid.";
break;
caseEGL_BAD_DISPLAY:
return"An EGLDisplay argument does not name a valid EGL display connection.";
break;
caseEGL_BAD_SURFACE:
return"An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering.";
break;
caseEGL_BAD_MATCH:
return"Arguments are inconsistent (for example, a valid context requires buffers not supplied by a valid surface).";
break;
caseEGL_BAD_PARAMETER:
return"One or more argument values are invalid.";
break;
caseEGL_BAD_NATIVE_PIXMAP:
return"A NativePixmapType argument does not refer to a valid native pixmap.";
break;
caseEGL_BAD_NATIVE_WINDOW:
return"A NativeWindowType argument does not refer to a valid native window.";
break;
caseEGL_CONTEXT_LOST:
return"A power management event has occurred. The application must destroy all contexts and reinitialise OpenGL ES state and objects to continue rendering. ";