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I didn't see anything actually wrong in the article, it was just short and didn't go into what EGL was or the nuances of what was different between EGL and Eagle (Kristian's blog post does that).
EGL was designed so that embedded apps could use OpenGL ES (in Linux-speak, a DRI client driver) with as little overhead as possible, ie there's just enough API to create drawing surfaces and allow OpenGL ES to co-exist with any native drawing functions the underlying system might have.
Eagle seems to differ from a standard EGL implementation in a couple of ways, partly by being focused on a single environment and partly by being able to bypass some of the integration mechanisms in EGL and go directly to GEM etc...