Sorry for the double post, just had to add one more thing.

I understand that many of your are a bit angry for there being no java
bindings at this time. But from an architectural point of view i
totally understand Romain's comment that they want to get it right.
OpenGL ES 2.0 is not compatible to 1.x and the current bindings depend
on the compatibility between 1.0 and 1.1. As an example: You have the
GL10 interface which is the base GL instance that get's passed around
to for example the Renderer interface. If you want to use 1.1 features
you simply check wheter the GL10 instance is a GL11 instance and cast
the hell out of it. That wouldn't work so well with 2.0. Say you
create a GL20 interface having all the functions of OGL ES 2.0. You
can't simply derive that from GL11 as the methods in there are no
longer availble in 2.0 (for the most part). That would simply confuse
the user and be a nice source for a lot of bugs. Similar problems
occur with the GLSurfaceView a lot of us rely on to initialize OpenGL.
An OpenGL ES 2.0 context is setup a bit different and you have to
support a query mechanism before instantiating the GLSurfaceVIew to
check wheter 2.0 is available. Lots and lots of interface design
issues that have to be taken care of in a clean manner.

The native bindings are not the problem, they really can be done in a
couple of hours (see link above which took me about 4 hours
yesterday). A clean interface design on the Java side is and i
understand that this takes time.

On 13 Mrz., 11:29, Mario Zechner <badlogicga...@gmail.com> wrote:
> Hey Michael,
>
> http://groups.google.com/group/android-developers/browse_thread/threa...
>
> hope that helps :)
>
> Ciao,
> Mario
>
> On 13 Mrz., 05:17, MichaelEGR <foun...@egrsoftware.com> wrote:
>
> > Also I just want to point out that the community driven LWJGL desktop
> > Java binding has already added OpenGL 4.0 support immediately after
> > announcement / specification release. This seriously is the level of
> > support that Google and the Android team should extend to OpenGL ES
> > 2.x at the very least for all developers. It's not like the hardware
> > isn't available and released. It is available; give us what we need to
> > succeed and make Google & Android look good.. :)
>
> > If the LWJGL community can add the latest OpenGL 4.0 support in a
> > matter of hours to their binding. There is no reason Google can't
> > support a developer binding/wrapper separate of the OS. There simply
> > isn't a good excuse.. I'm afraid "we're just trying to get it right"
> > is just a diversion of sorts. And no condemnation here.. I really like
> > Android and have been working with GL since Android 1.0. Lets keep
> > things rolling and show what Android and 2nd gen devices really can
> > do...
>
> >http://lwjgl.org/forum/index.php/topic,3245.0.html
>
> > Support the developers otherwise Android is going to lag behind on
> > next gen titles.  Yes the NDK exists, but that primarily benefits
> > iPhone devs who are porting OpenGL 2.x titles from the iPhone and / or
> > commercial game companies and not the larger base of Java oriented
> > Android devs.
>
> > --Mike
>
> > On Mar 12, 7:54 pm, MichaelEGR <foun...@egrsoftware.com> wrote:
>
> > > I'm glad others are concerned like I am on Java bindings to OpenGL ES
> > > 2.x. As things go it would be nice to hear from Google that they will

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