eglTerminate() now actually frees up all active egl objects

as specified by the EGL specification, terminated objects's
handles become invalid, the objects themselves are destroyed
when they're not current to some thread.

Change-Id: Id3a4a5736a5bbc3926a9ae8385d43772edb88eeb
diff --git a/opengl/libs/EGL/egl_display.h b/opengl/libs/EGL/egl_display.h
index c194002..8c482c3 100644
--- a/opengl/libs/EGL/egl_display.h
+++ b/opengl/libs/EGL/egl_display.h
@@ -77,12 +77,12 @@
 
     // add object to this display's list
     void addObject(egl_object_t* object);
-    // remove object from this display's list if it has no reference.
-    // returns true if object was removed.
-    bool removeObject(egl_object_t* object);
+    // remove object from this display's list
+    void removeObject(egl_object_t* object);
     // add reference to this object. returns true if this is a valid object.
     bool getObject(egl_object_t* object);
 
+
     static egl_display_t* get(EGLDisplay dpy);
     static EGLDisplay getFromNativeDisplay(EGLNativeDisplayType disp);