Login  Register

Re: Port JOGL to JOGLAndroid

Posted by Sven Gothel on May 28, 2012; 7:36am
URL: https://forum.jogamp.org/Port-JOGL-to-JOGLAndroid-tp4018470p4018859.html

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


signature.asc (910 bytes) Download Attachment