Yes i have.
that is the whole code i am doing with the mGLView:
mGLView = new GLSurfaceView(getApplication());
mGLView.setEGLContextClientVersion(2);
mGLView.setEGLConfigChooser(new AAConfigChooser(mGLView));
renderer = new MyRenderer();
mGLView.setRenderer(renderer);
mGLView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
setContentView(mGLView);
and here is the FrameBuffer code initialization:
fb = new FrameBuffer(w, h);
Previously the AA was working on emalutor and also on the Samsung galaxy Ace device, but now it is not working on either of them. In emulator I am using android 4.1, which has support of OpenGL ES 2.0 on emulator, here is a log of it:
09-13 09:18:44.319: I/jPCT-AE(935): GL20 render pipeline initialized!
09-13 09:18:44.392: I/jPCT-AE(935): OpenGL vendor: Google (ATI Technologies Inc.)
09-13 09:18:44.392: I/jPCT-AE(935): OpenGL renderer: Android Emulator OpenGL ES Translator (ATI Radeon HD 4800 Series)
09-13 09:18:44.398: I/jPCT-AE(935): OpenGL version: OpenGL ES 2.0 (3.3.11631 Compatibility Profile Context)
09-13 09:18:44.398: I/jPCT-AE(935): OpenGL renderer initialized (using 2 texture stages)
I tried to create new emulators, i restored the older version of my app where the AA might have been working, but nothing worked, i still keep getting "No AA enabled!"
I really don't know what else should i try