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Re: Some issues using NEWT

Posted by ac on Mar 22, 2012; 4:38am
URL: https://forum.jogamp.org/Some-issues-using-NEWT-tp3757230p3847552.html

Going back to the Android suggestion, I looked briefly at the NewtBaseActivity class and some examples like NEWTRedSquareES2Activity.

The initialization code looks very compact thanks to the GLWindow and GLCapabilties objects. However, it also seems to me that in order to use jogl-android in Processing we'd probably need to do some fair amount of rewriting since Processing on Android is currently based on the SDK's Activity class plus our own customizations for input, etc, and uses a GLSurfaceView to handle the OpenGL surface.

Since we already got this basic stuff working and are accessing GLES2 through the native Android bindings, I'd like to know what would be the added benefits of using the JOGL bindings instead. I can imagine that having the same API on both desktop and Android is one, but we already wrote a Processing-GL abstraction layer that encapsulates the platform-specific APIs. On the negative side, Android applications would need to be bundled with additional files (jogl.all-android.apk, jogl.all-android.jar...? not exactly sure wich ones are needed).