title: glGetString(GL_VERSION) returns "OpenGL ES-CM 1.1" but my phone supports OpenGL 2
body: <p>I'm trying to make an NDK based OpenGL application. At some point in my code, I want to check the OpenGL version available on the device. </p>
  
  <p>I'm using the following code : </p>
  
  <pre><code>const char *version = (const char *) glGetString(GL_VERSION);
  if (strstr(version, "OpenGL ES 2.")) {
      // do something 
  } else {
      __android_log_print(ANDROID_LOG_ERROR, "NativeGL", "Open GL 2 not available (%s)", version=;
  }
  </code></pre>
  
  <p>THe problem is that the version string is always equals to <code>"OpenGL ES-CM 1.1"</code>. </p>
  
  <p>I'm testing on both a Moto G (Android 4.4.4) and Samsung Galaxy Nexus (Android 4.3), both of which are OpenGL ES 2.0 compliant (the moto G is also OpenGL ES 3.0 compliant). </p>
  
  <p>I tried to force the <code>EGL_CONTEXT_CLIENT_VERSION</code> when I initialise my display, but then eglChooseConfig returns 0 configurations. And when I test the context client version value in the default configuration, it's always 0 : </p>
  
  <pre><code>const EGLint attrib_list[] = {
          EGL_BLUE_SIZE, 8,
          EGL_GREEN_SIZE, 8,
          EGL_RED_SIZE, 8,
          EGL_NONE
  };
  
  // get the number of configs matching the attrib_list
  EGLint num_configs;
  eglChooseConfig(display, attrib_list, NULL, 0, &amp;num_configs);
  LOG_D(TAG, "   • %d EGL configurations found", num_configs);
  
  // find matching configurations
  EGLConfig configs[num_configs];
  EGLint client_version = 0, depth_size = 0, stencil_size = 0, surface_type = 0;
  eglChooseConfig(display, requirements, configs, num_configs, &amp;num_configs);
  for(int i = 0; i &lt; num_configs; ++i){
  
      eglGetConfigAttrib(display, configs[i], EGL_CONTEXT_CLIENT_VERSION, &amp;client_version);
  
  
      LOG_D(TAG, " client version %d = 0x%08x", i, client_version);
  
  }
  
  // Update the window format from the configuration
  EGLint format;
  eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &amp;format);
  ANativeWindow_setBuffersGeometry(window, 0, 0, format);
  
  // create the surface and context
  EGLSurface surface = eglCreateWindowSurface(display, config, window, NULL);
  EGLContext context = eglCreateContext(display, config, NULL, NULL);
  </code></pre>
  
  <p>I'm linking against the Open GL ES 2.0 library : here's the excerpt from my <code>Android.mk</code></p>
  
  <pre><code>LOCAL_LDLIBS    := -landroid -llog -lEGL -lGLESv2
  </code></pre>