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Re: JOGL 2.0 (OpenGL/OpenGL-ES) backend for LibGDX

Posted by Xerxes Rånby on Jan 19, 2013; 12:15am
URL: https://forum.jogamp.org/JOGL-2-0-OpenGL-OpenGL-ES-backend-for-LibGDX-tp4027689p4027937.html

noxo wrote
gouessej wrote
Why not giving a try to JoglRenderer? The developers of JMonkeyEngine would prefer supporting Raspberry Pi with the same renderer instead of creating another one, really.
Would really like to try that, but there's just not enough hours in day currently. Lets see.. I'm sure Xerxes would do that magic in eye blink (one handed)
 I am sorry to disappoint you that i am also maintaining this on my free time... so what i can do with my (one handed) arm is reach out to you  and then sum up some suggestions on how you can help out!

noxo you have already prepared some amazing (one handed) demonstrations of what is possible using JogAmp on the RaspberryPi. This is great and i am stunned how you navigate and around the different codebases.

Personally i use the gitk tool to quickly get an overview and manipulate git branch(es) more easily.
Try add a git branch on your initial jme3 svn import with for example the name "unified-renderer" !
Now you can jump from your current git master branch where you happen to do all your experimentation to the new git "unified-renderer" branch easy using
git checkout unified-renderer
and jump back to your old experimental work using
git checkout master

if git complains that your working tree is dirty then use
git stash
or
git checkout on-the-file

so in a nutshell by mastering git branches allows you to navigate around in git time really fast  !

Send small pull requests to the jme3 team or here if you get small fixes working, even fixing a spelling mistake is a cool patch!

Cheers