On 05/27/2012 11:49 PM, Pixelapp [via jogamp] wrote:
> A bit of background first. I currently create a GLCanvas and put it inside a
> JFrame to create my video games.
>
> How do I port my port my JOGL application to JOGLAndroid. Are there links to
> explanations or demos?
>
Before following the below recipes your application shall use:
- NEWT (No AWT/Swing is available)
- Use GL ES 2 (since no GL2/3/4 is available - you may use GL ES 1, however, it's slower)
Recipe:
[1] <
http://forum.jogamp.org/Some-issues-using-NEWT-tp3757230p3847868.html>
[2] <
http://forum.jogamp.org/Some-issues-using-NEWT-tp3757230p3847895.html>
[3] <
http://jogamp.org/git/?p=gluegen.git;a=commit;h=0cfc7847c58b51c9a26b50d905b592d1fc4c8578>
The APKs are currently available online:
[4] <
http://jogamp.org/wiki/index.php/Android_Packages>
[5] <
http://forum.jogamp.org/Android-Market-Google-Play-Builds-Available-td3976261.html>
So you could follow [1] and [2] and use the demo launch as described in the latter.
Installation of the JogAmp modules on the device is available for every body,
see [4] and [5].
We have to evaluate weather we also provide a 'big fat external lib'
to be included in you Android application so it is self contained.
However, I sort of dislike this strategy since it bloats your APK.
Asking the user to install the 3 JogAmp APK before your demo APK
is a bit much I guess, hence it would be great if sombody knows
how to automatically install the prerequisite JogAmp APKs.
This might be done by using the official 'Google Play' API
from within a launcher in case they are not installed yet.
Anybody likes to contribute to this ?
~Sven