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Hi!
I have just read that about Gingerbread (Android 2.3): "The platform provides an interface to its Khronos EGL library, which lets applications manage graphics contexts and create and manage OpenGL ES textures and surfaces from native code." Does it mean that JOGL should work on Android now? Has someone already tested it on Android?
Julien Gouesse | Personal blog | Website
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On Tuesday, December 07, 2010 13:53:51 gouessej [via jogamp] wrote:
> > Hi! > > I have just read that about Gingerbread (Android 2.3): > "The platform provides an interface to its Khronos EGL library, which lets applications manage graphics contexts and create and manage OpenGL ES textures and surfaces from native code." Don't confuse android's java sdk with it's native development kit (NDK). EGL, ES1 and ES2 was always available via NDK where it was supported by their GPU vendors, since the native dynamic libraries were available. > > Does it mean that JOGL should work on Android now? Has someone already tested it on Android? If only I had some time and priorities for this .. it would have always been supported. After 2.0-final we may have time / prio for this, hopefully. It's not rocket science, but some tedious work to do. We have a few development kits, ie OMAP etc. Sure, if somebody is able to donate a few more up to date devices that would be great. Let's say around January .. we will have something. Cheers, Sven |
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Actually, the sentence I quoted was entitled "Native graphics management":
http://developer.android.com/sdk/android-2.3-highlights.html Which device do you need? If it is mainly a matter of money, I can donate.
Julien Gouesse | Personal blog | Website
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In reply to this post by Sven Gothel
I work at a company that designs mobile applications processors, and we have relationships with many cell phone hardware companies. If you guys start seriously working on Android development, I might be able to find some contacts for you who could help supply development kits or technical expertise.
Just send me an email later on when you decide to start looking at this, and I'll see if I can help. |
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In reply to this post by gouessej
On Tuesday, December 07, 2010 15:07:36 gouessej [via jogamp] wrote:
> > Actually, the sentence I quoted was entitled "Native graphics management": > http://developer.android.com/sdk/android-2.3-highlights.html > > Which device do you need? If it is mainly a matter of money, I can donate. Thank you Julien, but no personal donations please. Since companies are using JOGL, they shall pay. We also invest some money back into these kind of things already, sure. ~Sven |
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In reply to this post by Wade Walker
On Tuesday, December 07, 2010 15:28:39 Wade Walker [via jogamp] wrote:
> I work at a company that designs mobile applications processors, and we > have relationships with many cell phone hardware companies. If you guys > start seriously working on Android development, I might be able to find > some contacts for you who could help supply development kits or technical > expertise. > > Just send me an email later on when you decide to start looking at this, > and I'll see if I can help. Thank you Wade. ~Sven |
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In reply to this post by Sven Gothel
Companies shall pay but sometimes they don't... Look at OpenSSH, it is used by Intel, AMD, Apple... but they have never given even a penny for this :(
JOGL is absolutely necessary for my game. If it was discontinued, I would prefer stopping my project too. I have some "agreements" and excellent relationships with France Telecom SA. If you need an Android device, let me know.
Julien Gouesse | Personal blog | Website
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In reply to this post by gouessej
Nice Idea! Although I'd imagine there would be quite some work to support things like gestures, audio, keyboards, buttons etc.
Experiments: https://github.com/WhiteHexagon
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There are almost nice sources of inspiration like Ardor3D and JMonkeyEngine 3 that already support Android and as far as I know, JOGL 2 already works on some mobile phones with J2SE 1.6 for Embedded.
Julien Gouesse | Personal blog | Website
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