[android-developers] Re: OpenGL ES 2.0 on Eclair
On Mar 13, 2:43 am, Mario Zechner wrote: > 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. Indeed.. Getting it right for the consumer and official release is one thing, but developers don't need a perfect design to build their next gen GL 2.x engine. We just needed that 4 hour developer interim fix or thereabout (maybe there is a little more to clean up / fix?). There are a lot of great things about Android and I'm glad appropriate time may be spent to get GL 2.x support done right. I've always wondered if the Android dev team is understaffed / stretched thin at times, but overall Android is great and I look forward to the final release of GL2.x Java API.. Until then we can develop our next gen titles _now_.. :) Thanks again Mario.. This had me staying up way late... Goodness.. 7am here.. ;) Let me know if there is any way I can help or any additional cleanup work required. I'll test things out more soon, but it's back GL 1.x for at least a month or so more for me... Regards... -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
Awesome! Got it up and running here. You are my Android dev hero for the month if not longer! Where I can I paypal you $50; I'd send more if I could right now.. You also got a life long purchaser of all your games on the market. Folks... Support Mario and buy his games! I like your Newton game by the way! :) I knew this was a trivial, but perhaps tedious exercise, so thanks for stepping up _and_ sharing your work / effort. I'm also rabble rousing now on the LWJGL community forums to get an ES version of LWJGL ported to Android. That would be absolutely fantastic as Slick2D plus many other LWJGL games could make it to Android sooner rather than later with few changes from their desktop counterparts. I'm not sure what license you may want to attribute to your work, but perhaps MIT or a completely open license that doesn't conflict with anything. If you need any further assistance I have a bunch of Android devices I can test on, but things work fine on the Droid / N1! Again you rock!!! This is fantastic.. The following is a slightly modified test that has a variable time kill fragment shader: - package com.badlogic.gdx; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.egl.EGLContext; import javax.microedition.khronos.egl.EGLDisplay; import javax.microedition.khronos.opengles.GL10; import android.view.Menu; import android.view.MenuItem; import com.badlogic.gdx.backends.android.AndroidGL20; import com.badlogic.gdx.backends.android.surfaceview.GLSurfaceView; import com.badlogic.gdx.backends.android.surfaceview.GLSurfaceView20; import com.badlogic.gdx.backends.android.surfaceview.GLSurfaceView.Renderer; import com.badlogic.gdx.graphics.GL20; import android.app.Activity; import android.content.Context; import android.os.Bundle; import android.util.Log; public class GL2Test extends Activity { GLSurfaceView view; int appCutoff1, appCutoff2; long startTime; int equationIndex = 0; /** * Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); if (checkGL20Support(this)) view = new GLSurfaceView20(this); else view = new GLSurfaceView(this); view.setRenderer(new TestRenderer()); setContentView(view); } public boolean onCreateOptionsMenu(Menu menu) { Menu menuEquations = menu.addSubMenu(10, 10, 0, "Kill Frag Equations (t == time)"); menuEquations.add(10, 0, 0, "x: .5 y: cos(t)"); menuEquations.add(10, 1, 1, "x: sin(t) y: .2"); menuEquations.add(10, 2, 2, "x: sin(t) y: cos(t)"); menuEquations.add(10, 3, 3, "x: sin(t)/2 y: cos(t)/2"); menuEquations.add(10, 4, 4, "x: .5*sin(3*t+4) y: .5*sin(t)"); menuEquations.add(10, 5, 5, "all killed; x&y: -1"); menuEquations.add(10, 6, 6, "none killed; x&y: 1"); return true; } public boolean onOptionsItemSelected(MenuItem item) { if (item.getItemId() <= 6) equationIndex = item.getItemId(); return true; } protected void onPause() { super.onPause(); view.onPause(); } protected void onResume() { super.onResume(); view.onResume(); } private boolean checkGL20Support(Context context) { EGL10 egl = (EGL10) EGLContext.getEGL(); EGLDisplay display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); int[] version = new int[2]; egl.eglInitialize(display, version); int EGL_OPENGL_ES2_BIT = 4; int[] configAttribs = { EGL10.EGL_RED_SIZE, 4, EGL10.EGL_GREEN_SIZE, 4, EGL10.EGL_BLUE_SIZE, 4, EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL10.EGL_NONE }; EGLConfig[] configs = new EGLConfig[10]; int[] num_config = new int[1]; egl.eglChooseConfig(display, configAttribs, configs, 10, num_config); egl.eglTerminate(display); return num_config[0] > 0; } class TestRenderer implements Renderer { AndroidGL20 gl2 = new AndroidGL20(); FloatBuffer vertices; int program; int viewportWidth, viewportHeight; private float calculate(int cutoff, int equation, float time) { switch (equation) { default: case 0: return cutoff == 0 ? 0.5f : (float) Math.cos(time); case 1: return cutoff == 0 ? (float) Math.sin(time) : 0.2f; case 2: return cutoff == 0 ? (float) Math.sin(time) : (float) Math.cos(time); case 3: return cutoff == 0 ? (float) Math.sin(time) / 2f : (float) Math.cos(time) / 2f;
[android-developers] Re: OpenGL ES 2.0 on Eclair
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 wrote: > Hey Michael, > > http://groups.google.com/group/android-developers/browse_thread/threa... > > hope that helps :) > > Ciao, > Mario > > On 13 Mrz., 05:17, MichaelEGR 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 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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
Hey Michael, http://groups.google.com/group/android-developers/browse_thread/thread/064ebeaa6401# hope that helps :) Ciao, Mario On 13 Mrz., 05:17, MichaelEGR 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 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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
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 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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
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 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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
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 be included in FroYo not just that they "should" be included. Even if they are included in 2.2 it is going to take roughly 6 months to a year (from this point) before this update will make it out to the larger ecosystem. Not being in 2.2 would be tragic and put the delay to the larger ecosystem at 1 to 1.5 years which is not acceptable. As we can see the Droid update to 2.1 is taking ~3 - 4 months to receive this update after general release and that is a significant time gap. The same can be assumed for the 2.2 role out to the larger ecosystem of devices that support GL 2.x. The way I view it is that the roll out of GL 2.x in FroYo is more of a consumer facing issue than it is a developer oriented one. It is not enough to say we will support GL 2.x in FroYo and that all developers will have to wait until it is widely available to _begin_ next generation engines/tech. It is crucial for leading edge Java real time app & game developers to develop the engine / game technology now well in advanced of a consumer roll out and general / wide availability in the ecosystem. As Mario and others have brought up it is pertinent to have a binding that uses NDK r3 available as soon as possible. It is possible to release GL 2.x apps with a 3rd party binding (extra jar and extra .so) for early use apps, however it is more important to have this 3rd party binding available now for development of next gen titles / engines. Romain.. You previously worked at Sun and contributed to their JOGL effort. You should have some general understanding that it wouldn't take all too much effort for Google to provide an interim solution. Whether this is using Gluegen or SWIG it shouldn't be too bad to come up with an official interim binding and Java wrapper. I think it would go a long way with leading edge Java oriented Android developers for Google to support an interim wrapper. This is primarily to support leading edge developers and not necessarily for consumer facing deployment though it certainly could be used unofficially for that purpose. If Google will not, can not, or refuses to provide this interim binding it would be helpful to know right away that is the case. If not it allows the larger dev community to create a publicly available version. Personally I've not looked into using Gluegen/SWIG before to create a Java wrapper/binding, but it seems like it wouldn't take all too long to work it out especially for anyone that has previous experience doing so. Romain or other Google Android devs can you guys comment on the above. I assume it may be up to the dev community to roll our own, but as mentioned this seems like it would be relatively trivial for the Android team to provide an interim build of an external binding/Java wrapper from the OS itself. It would show strong support for the developer community and be much appreciated. After all some of us are early adopters of Android and have dealt with the growing pains with GL support (re initial 2.0 release and the incomplete/buggy GL implementation was a major headache for some of us), so pushing this into our court is just another burden. The general consumer is one issue, but strong developer support is a more important issue. We should have next gen Java engines/games ready and well developed before 2.2 hits the wider ecosystem. So yeah.. I'd be glad to work with Mario or anyone else if necessary to create an interim 3rd party binding/wrapper, but I still recommend that the Android team provide this and show support to leading edge Java real time app & game developers. Regards, --Mike Leahy On Mar 11, 3:52 pm, Romain Guy wrote: > FroYo *should* have these bindings. > > On Thu, Mar 11, 2010 at 3:49 PM, Mario Zechner > wrote: > > I'd also be interested in the java bindings. A not so precise time > > estimate would suffice so that i can decide wheter i write my own > > bindings or not. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
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 be included in FroYo not just that they "should" be included. Even if they are included in 2.2 it is going to take roughly 6 months to a year (from this point) before this update will make it out to the larger ecosystem. Not being in 2.2 would be tragic and put the delay to the larger ecosystem at 1 to 1.5 years which is not acceptable. As we can see the Droid update to 2.1 is taking ~3 - 4 months to receive this update after general release and that is a significant time gap. The same can be assumed for the 2.2 role out to the larger ecosystem of devices that support GL 2.x. The way I view it is that the roll out of GL 2.x in FroYo is more of a consumer facing issue than it is a developer oriented one. It is not enough to say we will support GL 2.x in FroYo and that all developers will have to wait until it is widely available to _begin_ next generation engines/tech. It is crucial for leading edge Java real time app & game developers to develop the engine / game technology now well in advanced of a consumer roll out and general / wide availability in the ecosystem. As Mario and others have brought up it is pertinent to have a binding that uses NDK r3 available as soon as possible. It is possible to release GL 2.x apps with a 3rd party binding (extra jar and extra .so) for early use apps, however it is more important to have this 3rd party binding available now for development of next gen titles / engines. Romain.. You previously worked at Sun and contributed to their JOGL effort. You should have some general understanding that it wouldn't take all too much effort for Google to provide an interim solution. Whether this is using Gluegen or SWIG it shouldn't be too bad to come up with an official interim binding and Java wrapper. I think it would go a long way with leading edge Java oriented Android developers for Google to support an interim wrapper. This is primarily to support leading edge developers and not necessarily for consumer facing deployment though it certainly could be used unofficially for that purpose. If Google will not, can not, or refuses to provide this interim binding it would be helpful to know right away that is the case. If not it allows the larger dev community to create a publicly available version. Personally I've not looked into using Gluegen/SWIG before to create a Java wrapper/binding, but it seems like it wouldn't take all too long to work it out especially for anyone that has previous experience doing so. Romain or other Google Android devs can you guys comment on the above. I assume it may be up to the dev community to roll our own, but as mentioned this seems like it would be relatively trivial for the Android team to provide an interim build of an external binding/Java wrapper from the OS itself. It would show strong support for the developer community and be much appreciated. After all some of us are early adopters of Android and have dealt with the growing pains with GL support (re initial 2.0 release and the incomplete/buggy GL implementation was a major headache for some of us), so pushing this into our court is just another burden. The general consumer is one issue, but strong developer support is a more important issue. We should have next gen Java engines/games ready and well developed before 2.2 hits the wider ecosystem. So yeah.. I'd be glad to work with Mario or anyone else if necessary to create an interim 3rd party binding/wrapper, but I still recommend that the Android team provide this and show support to leading edge Java real time app & game developers. Regards, --Mike Leahy On Mar 11, 3:52 pm, Romain Guy wrote: > FroYo *should* have these bindings. > > On Thu, Mar 11, 2010 at 3:49 PM, Mario Zechner > wrote: > > I'd also be interested in the java bindings. A not so precise time > > estimate would suffice so that i can decide wheter i write my own > > bindings or not. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
FroYo *should* have these bindings. On Thu, Mar 11, 2010 at 3:49 PM, Mario Zechner wrote: > I'd also be interested in the java bindings. A not so precise time > estimate would suffice so that i can decide wheter i write my own > bindings or not. > > On 10 Mrz., 16:17, scott19_68 wrote: >> So, with GL ES2.0now present in the NDK r3, how much longer until >> the Java bindings are present? >> >> Any idea what form the bindings will take? JSR-297 (M3D2.0)? Custom >> extensions to JSR-239? >> >> If I could offer my $0.02... please DO NOT adopt the full M3D2.0spec >> - the history ofOpenGLhas plenty of scene graphs littered on the >> side of the road (Performer, Cosmos, OpenGL++, Farenheit, ...) and I >> think this will eventually be another one. >> >> -Scott >> >> On Feb 9, 9:30 pm, David Turner wrote: >> >> >OpenGLES2.0headers and libraries are not available in the NDK yet. They >> > are coming. >> >> > Access from Java is also planned. >> >> > The Android software renderer doesn't support GL ES2.0, neither does the >> > emulator. >> >> > I can't give any ETA for this, sorry. >> >> > On Tue, Feb 9, 2010 at 12:12 AM, David Anders >> > wrote: >> >> > > Hi, I also would like to bump this topic. >> >> > > - I guess thatOpenGLES2.0API will be defined in Java layer as >> > > android.opengl.GLES20 class. >> > > - We have been able to useOpenGLES2.0API through hardware bindings >> > > using JNI. >> >> > > However in my understanding, it is impossible to useOpenGLES2.0API >> > > with software rendering on emulator. When does Android plan to support >> > > software rendering forOpenGLES2.0API? >> >> > > Regards, >> > > /David >> >> > > On 1月6日, 午前10:08, r2d2Proton wrote: >> > > > I would like to bump this. . . >> >> > > > I was thinking the same thing - use the NDK to gain access to the2.0 >> > > > functions. I imagine that theOpenGLES2.0functions are exposed in >> > > > Imagination Technologies shared object file. >> >> > > > Games should be considered an NDK level application. Wasn't anybody >> > > > watching Microsoft when they tried this? Remember Direct-Draw? >> >> > > > On Dec 28 2009, 11:10 am, rollbak wrote: >> >> > > > > So, that means that with NDK i can? Can you explain this further >> > > > > please? >> >> > > > > Thanks, >> >> > > > > Lucas >> >> > > > > On Dec 28, 3:09 pm, Romain Guy wrote: >> >> > > > > > Java apps cannot directly accessOpenGLES2.0 APIs at the moment. >> >> > > > > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee < >> > > leelawrenc...@gmail.com> wrote: >> > > > > > > Eclair has supportedOpenGLES2.0. But I can not find related JNI >> > > > > > > wrapper forOpenGLESAPI. How a Java application useOpenGLES2.0 >> > > > > > > functions? >> >> > > > > > > -- >> > > > > > > You received this message because you are subscribed to the >> > > > > > > Google >> > > > > > > Groups "Android Developers" group. >> > > > > > > To post to this group, send email to >> > > android-developers@googlegroups.com >> > > > > > > To unsubscribe from this group, send email to >> > > > > > > android-developers+unsubscr...@googlegroups.com >> > > > > > > For more options, visit this group at >> > > > > > >http://groups.google.com/group/android-developers?hl=en >> >> > > > > > -- >> > > > > > Romain Guy >> > > > > > Android framework engineer >> > > > > > romain...@android.com >> >> > > > > > Note: please don't send private questions to me, as I don't have >> > > > > > time >> > > > > > to provide private support. All such questions should be posted on >> > > > > > public forums, where I and others can see and answer them >> >> > > -- >> > > You received this message because you are subscribed to the Google >> > > Groups "Android Developers" group. >> > > To post to this group, send email to android-developers@googlegroups.com >> > > To unsubscribe from this group, send email to >> > > android-developers+unsubscr...@googlegroups.com >> > > For more options, visit this group at >> > >http://groups.google.com/group/android-developers?hl=en > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- Romain Guy Android framework engineer romain...@android.com Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/g
[android-developers] Re: OpenGL ES 2.0 on Eclair
I'd also be interested in the java bindings. A not so precise time estimate would suffice so that i can decide wheter i write my own bindings or not. On 10 Mrz., 16:17, scott19_68 wrote: > So, with GL ES2.0now present in the NDK r3, how much longer until > the Java bindings are present? > > Any idea what form the bindings will take? JSR-297 (M3D2.0)? Custom > extensions to JSR-239? > > If I could offer my $0.02... please DO NOT adopt the full M3D2.0spec > - the history ofOpenGLhas plenty of scene graphs littered on the > side of the road (Performer, Cosmos, OpenGL++, Farenheit, ...) and I > think this will eventually be another one. > > -Scott > > On Feb 9, 9:30 pm, David Turner wrote: > > >OpenGLES2.0headers and libraries are not available in the NDK yet. They > > are coming. > > > Access from Java is also planned. > > > The Android software renderer doesn't support GL ES2.0, neither does the > > emulator. > > > I can't give any ETA for this, sorry. > > > On Tue, Feb 9, 2010 at 12:12 AM, David Anders > > wrote: > > > > Hi, I also would like to bump this topic. > > > > - I guess thatOpenGLES2.0API will be defined in Java layer as > > > android.opengl.GLES20 class. > > > - We have been able to useOpenGLES2.0API through hardware bindings > > > using JNI. > > > > However in my understanding, it is impossible to useOpenGLES2.0API > > > with software rendering on emulator. When does Android plan to support > > > software rendering forOpenGLES2.0API? > > > > Regards, > > > /David > > > > On 1月6日, 午前10:08, r2d2Proton wrote: > > > > I would like to bump this. . . > > > > > I was thinking the same thing - use the NDK to gain access to the2.0 > > > > functions. I imagine that theOpenGLES2.0functions are exposed in > > > > Imagination Technologies shared object file. > > > > > Games should be considered an NDK level application. Wasn't anybody > > > > watching Microsoft when they tried this? Remember Direct-Draw? > > > > > On Dec 28 2009, 11:10 am, rollbak wrote: > > > > > > So, that means that with NDK i can? Can you explain this further > > > > > please? > > > > > > Thanks, > > > > > > Lucas > > > > > > On Dec 28, 3:09 pm, Romain Guy wrote: > > > > > > > Java apps cannot directly accessOpenGLES2.0 APIs at the moment. > > > > > > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee < > > > leelawrenc...@gmail.com> wrote: > > > > > > > Eclair has supportedOpenGLES2.0. But I can not find related JNI > > > > > > > wrapper forOpenGLESAPI. How a Java application useOpenGLES2.0 > > > > > > > functions? > > > > > > > > -- > > > > > > > You received this message because you are subscribed to the Google > > > > > > > Groups "Android Developers" group. > > > > > > > To post to this group, send email to > > > android-developers@googlegroups.com > > > > > > > To unsubscribe from this group, send email to > > > > > > > android-developers+unsubscr...@googlegroups.com > > > > > > > For more options, visit this group at > > > > > > >http://groups.google.com/group/android-developers?hl=en > > > > > > > -- > > > > > > Romain Guy > > > > > > Android framework engineer > > > > > > romain...@android.com > > > > > > > Note: please don't send private questions to me, as I don't have > > > > > > time > > > > > > to provide private support. All such questions should be posted on > > > > > > public forums, where I and others can see and answer them > > > > -- > > > You received this message because you are subscribed to the Google > > > Groups "Android Developers" group. > > > To post to this group, send email to android-developers@googlegroups.com > > > To unsubscribe from this group, send email to > > > android-developers+unsubscr...@googlegroups.com > > > For more options, visit this group at > > >http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
So, with GL ES 2.0 now present in the NDK r3, how much longer until the Java bindings are present? Any idea what form the bindings will take? JSR-297 (M3D 2.0)? Custom extensions to JSR-239? If I could offer my $0.02... please DO NOT adopt the full M3D 2.0 spec - the history of OpenGL has plenty of scene graphs littered on the side of the road (Performer, Cosmos, OpenGL++, Farenheit, ...) and I think this will eventually be another one. -Scott On Feb 9, 9:30 pm, David Turner wrote: > OpenGL ES 2.0 headers and libraries are not available in the NDK yet. They > are coming. > > Access from Java is also planned. > > The Android software renderer doesn't support GL ES 2.0, neither does the > emulator. > > I can't give any ETA for this, sorry. > > On Tue, Feb 9, 2010 at 12:12 AM, David Anders > wrote: > > > Hi, I also would like to bump this topic. > > > - I guess that OpenGL ES 2.0 API will be defined in Java layer as > > android.opengl.GLES20 class. > > - We have been able to use OpenGL ES 2.0 API through hardware bindings > > using JNI. > > > However in my understanding, it is impossible to use OpenGL ES 2.0 API > > with software rendering on emulator. When does Android plan to support > > software rendering for OpenGL ES 2.0 API? > > > Regards, > > /David > > > On 1月6日, 午前10:08, r2d2Proton wrote: > > > I would like to bump this. . . > > > > I was thinking the same thing - use the NDK to gain access to the 2.0 > > > functions. I imagine that the OpenGL ES 2.0 functions are exposed in > > > Imagination Technologies shared object file. > > > > Games should be considered an NDK level application. Wasn't anybody > > > watching Microsoft when they tried this? Remember Direct-Draw? > > > > On Dec 28 2009, 11:10 am, rollbak wrote: > > > > > So, that means that with NDK i can? Can you explain this further > > > > please? > > > > > Thanks, > > > > > Lucas > > > > > On Dec 28, 3:09 pm, Romain Guy wrote: > > > > > > Java apps cannot directly accessOpenGLES2.0 APIs at the moment. > > > > > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee < > > leelawrenc...@gmail.com> wrote: > > > > > > Eclair has supportedOpenGLES2.0. But I can not find related JNI > > > > > > wrapper forOpenGLESAPI. How a Java application useOpenGLES2.0 > > > > > > functions? > > > > > > > -- > > > > > > You received this message because you are subscribed to the Google > > > > > > Groups "Android Developers" group. > > > > > > To post to this group, send email to > > android-developers@googlegroups.com > > > > > > To unsubscribe from this group, send email to > > > > > > android-developers+unsubscr...@googlegroups.com > > > > > > For more options, visit this group at > > > > > >http://groups.google.com/group/android-developers?hl=en > > > > > > -- > > > > > Romain Guy > > > > > Android framework engineer > > > > > romain...@android.com > > > > > > Note: please don't send private questions to me, as I don't have time > > > > > to provide private support. All such questions should be posted on > > > > > public forums, where I and others can see and answer them > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to android-developers@googlegroups.com > > To unsubscribe from this group, send email to > > android-developers+unsubscr...@googlegroups.com > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
Thanks for the feedback, Romain. I definitely understand the need to get it right - keep us posted. - Ben On Feb 10, 12:04 pm, Romain Guy wrote: > We understand your frustration but we need to get this right. OpenGL > ES 2.0 is coming. > > > > > > On Wed, Feb 10, 2010 at 9:56 AM, Ben Gotow wrote: > > To be completely honest, I find this ridiculous. You ship a phone with > > OpenGL ES 2.0 hardware and _months_ later, there's still no way for > > developers to use the 2.0 functionality. I got a Nexus One the other > > day, and my first instinct was to find a game on the Marketplace that > > would show off it's hardware. To my dismay, the best I could do was > > some tower defense game. No OpenGL ES 2.0 vertex shaders to be seen, > > anywhere. Why even bother with the expensive hardware? If we're going > > to write games for this platform (or graphics intensive paintings > > apps, in my case) we need to see a commitment to graphics from the > > Android team and we need to see APIs appearing alongside hardware. > > > Not only are OpenGL ES 2.0 functions missing from the Java APIs, some > > of the existing APIs for OpenGL extensions don't actually work on the > > phones that support those extensions (they're hardcoded to return an > > exception, even if the extension is there). My app requires OpenGL ES > > 1.1 and the GL_FRAMEBUFFER_OES extension. It should work on the DROID > > and Nexus One, but the Java functions for the framebuffer extension > > just _don't work_. (confirmed via developer relations) > > > Give me working graphics APIs and I'll write a great painting app. For > > now, I'm off to work on the iPad! > > > - Ben > > > On Feb 10, 8:21 am, Justin Giles wrote: > >> >> How about a ballpark guess? Months? Years? > > >> Hey, me too! Trying to find a good book on OpenGL ES 1.x is tough. > >> Finding > >> one with OpenGL ES 1.x + Java is near impossible. There seems to be an > >> abundance of OpenGL ES 2.0 books available and the documentation + examples > >> is much easier to find online. Any general time frame (don't worry, I > >> won't > >> hold you to it. I understand development time lines) would be very > >> helpful. While I, along with others in the developers group, would prefer > >> the time frame to be in the months range, if it is in the years range, then > >> I'm sure others would benefit in knowing this so that we can rearrange our > >> development plans accordingly. > > >> Thanks for any input from anyone in the "know"! > > >> Justin > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to android-developers@googlegroups.com > > To unsubscribe from this group, send email to > > android-developers+unsubscr...@googlegroups.com > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en > > -- > Romain Guy > Android framework engineer > romain...@android.com > > Note: please don't send private questions to me, as I don't have time > to provide private support. All such questions should be posted on > public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
Definitely not years :) On Wed, Feb 10, 2010 at 10:07 AM, Greg Donald wrote: > On Wed, Feb 10, 2010 at 12:04 PM, Romain Guy wrote: >> We understand your frustration but we need to get this right. OpenGL >> ES 2.0 is coming. > > Months? Years? > > We need to make our business plans. > > > -- > Greg Donald > destiney.com | gregdonald.com > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- Romain Guy Android framework engineer romain...@android.com Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
I'm sorry, but I think your keyboard shorted out before you sent this message. OpenGL ES 2.0 is coming when? :) On Wed, Feb 10, 2010 at 12:04 PM, Romain Guy wrote: > We understand your frustration but we need to get this right. OpenGL > ES 2.0 is coming. > > On Wed, Feb 10, 2010 at 9:56 AM, Ben Gotow wrote: > > To be completely honest, I find this ridiculous. You ship a phone with > > OpenGL ES 2.0 hardware and _months_ later, there's still no way for > > developers to use the 2.0 functionality. I got a Nexus One the other > > day, and my first instinct was to find a game on the Marketplace that > > would show off it's hardware. To my dismay, the best I could do was > > some tower defense game. No OpenGL ES 2.0 vertex shaders to be seen, > > anywhere. Why even bother with the expensive hardware? If we're going > > to write games for this platform (or graphics intensive paintings > > apps, in my case) we need to see a commitment to graphics from the > > Android team and we need to see APIs appearing alongside hardware. > > > > Not only are OpenGL ES 2.0 functions missing from the Java APIs, some > > of the existing APIs for OpenGL extensions don't actually work on the > > phones that support those extensions (they're hardcoded to return an > > exception, even if the extension is there). My app requires OpenGL ES > > 1.1 and the GL_FRAMEBUFFER_OES extension. It should work on the DROID > > and Nexus One, but the Java functions for the framebuffer extension > > just _don't work_. (confirmed via developer relations) > > > > Give me working graphics APIs and I'll write a great painting app. For > > now, I'm off to work on the iPad! > > > > - Ben > > > > > > On Feb 10, 8:21 am, Justin Giles wrote: > >> >> How about a ballpark guess? Months? Years? > >> > >> Hey, me too! Trying to find a good book on OpenGL ES 1.x is tough. > Finding > >> one with OpenGL ES 1.x + Java is near impossible. There seems to be an > >> abundance of OpenGL ES 2.0 books available and the documentation + > examples > >> is much easier to find online. Any general time frame (don't worry, I > won't > >> hold you to it. I understand development time lines) would be very > >> helpful. While I, along with others in the developers group, would > prefer > >> the time frame to be in the months range, if it is in the years range, > then > >> I'm sure others would benefit in knowing this so that we can rearrange > our > >> development plans accordingly. > >> > >> Thanks for any input from anyone in the "know"! > >> > >> Justin > > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to android-developers@googlegroups.com > > To unsubscribe from this group, send email to > > android-developers+unsubscr...@googlegroups.com > > For more options, visit this group at > > http://groups.google.com/group/android-developers?hl=en > > > > > > -- > Romain Guy > Android framework engineer > romain...@android.com > > Note: please don't send private questions to me, as I don't have time > to provide private support. All such questions should be posted on > public forums, where I and others can see and answer them > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
On Wed, Feb 10, 2010 at 12:04 PM, Romain Guy wrote: > We understand your frustration but we need to get this right. OpenGL > ES 2.0 is coming. Months? Years? We need to make our business plans. -- Greg Donald destiney.com | gregdonald.com -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
We understand your frustration but we need to get this right. OpenGL ES 2.0 is coming. On Wed, Feb 10, 2010 at 9:56 AM, Ben Gotow wrote: > To be completely honest, I find this ridiculous. You ship a phone with > OpenGL ES 2.0 hardware and _months_ later, there's still no way for > developers to use the 2.0 functionality. I got a Nexus One the other > day, and my first instinct was to find a game on the Marketplace that > would show off it's hardware. To my dismay, the best I could do was > some tower defense game. No OpenGL ES 2.0 vertex shaders to be seen, > anywhere. Why even bother with the expensive hardware? If we're going > to write games for this platform (or graphics intensive paintings > apps, in my case) we need to see a commitment to graphics from the > Android team and we need to see APIs appearing alongside hardware. > > Not only are OpenGL ES 2.0 functions missing from the Java APIs, some > of the existing APIs for OpenGL extensions don't actually work on the > phones that support those extensions (they're hardcoded to return an > exception, even if the extension is there). My app requires OpenGL ES > 1.1 and the GL_FRAMEBUFFER_OES extension. It should work on the DROID > and Nexus One, but the Java functions for the framebuffer extension > just _don't work_. (confirmed via developer relations) > > Give me working graphics APIs and I'll write a great painting app. For > now, I'm off to work on the iPad! > > - Ben > > > On Feb 10, 8:21 am, Justin Giles wrote: >> >> How about a ballpark guess? Months? Years? >> >> Hey, me too! Trying to find a good book on OpenGL ES 1.x is tough. Finding >> one with OpenGL ES 1.x + Java is near impossible. There seems to be an >> abundance of OpenGL ES 2.0 books available and the documentation + examples >> is much easier to find online. Any general time frame (don't worry, I won't >> hold you to it. I understand development time lines) would be very >> helpful. While I, along with others in the developers group, would prefer >> the time frame to be in the months range, if it is in the years range, then >> I'm sure others would benefit in knowing this so that we can rearrange our >> development plans accordingly. >> >> Thanks for any input from anyone in the "know"! >> >> Justin > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- Romain Guy Android framework engineer romain...@android.com Note: please don't send private questions to me, as I don't have time to provide private support. All such questions should be posted on public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
To be completely honest, I find this ridiculous. You ship a phone with OpenGL ES 2.0 hardware and _months_ later, there's still no way for developers to use the 2.0 functionality. I got a Nexus One the other day, and my first instinct was to find a game on the Marketplace that would show off it's hardware. To my dismay, the best I could do was some tower defense game. No OpenGL ES 2.0 vertex shaders to be seen, anywhere. Why even bother with the expensive hardware? If we're going to write games for this platform (or graphics intensive paintings apps, in my case) we need to see a commitment to graphics from the Android team and we need to see APIs appearing alongside hardware. Not only are OpenGL ES 2.0 functions missing from the Java APIs, some of the existing APIs for OpenGL extensions don't actually work on the phones that support those extensions (they're hardcoded to return an exception, even if the extension is there). My app requires OpenGL ES 1.1 and the GL_FRAMEBUFFER_OES extension. It should work on the DROID and Nexus One, but the Java functions for the framebuffer extension just _don't work_. (confirmed via developer relations) Give me working graphics APIs and I'll write a great painting app. For now, I'm off to work on the iPad! - Ben On Feb 10, 8:21 am, Justin Giles wrote: > >> How about a ballpark guess? Months? Years? > > Hey, me too! Trying to find a good book on OpenGL ES 1.x is tough. Finding > one with OpenGL ES 1.x + Java is near impossible. There seems to be an > abundance of OpenGL ES 2.0 books available and the documentation + examples > is much easier to find online. Any general time frame (don't worry, I won't > hold you to it. I understand development time lines) would be very > helpful. While I, along with others in the developers group, would prefer > the time frame to be in the months range, if it is in the years range, then > I'm sure others would benefit in knowing this so that we can rearrange our > development plans accordingly. > > Thanks for any input from anyone in the "know"! > > Justin -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
>> How about a ballpark guess? Months? Years? Hey, me too! Trying to find a good book on OpenGL ES 1.x is tough. Finding one with OpenGL ES 1.x + Java is near impossible. There seems to be an abundance of OpenGL ES 2.0 books available and the documentation + examples is much easier to find online. Any general time frame (don't worry, I won't hold you to it. I understand development time lines) would be very helpful. While I, along with others in the developers group, would prefer the time frame to be in the months range, if it is in the years range, then I'm sure others would benefit in knowing this so that we can rearrange our development plans accordingly. Thanks for any input from anyone in the "know"! Justin -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
On Tue, Feb 9, 2010 at 8:30 PM, David Turner wrote: > OpenGL ES 2.0 headers and libraries are not available in the NDK yet. They > are coming. > Access from Java is also planned. > The Android software renderer doesn't support GL ES 2.0, neither does the > emulator. > I can't give any ETA for this, sorry. How about a ballpark guess? Months? Years? -- Greg Donald destiney.com | gregdonald.com -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
Hi It is really nice to hear that OpenGL ES 2.0 hearders are coming in NDK and also access from Java is also planned. One more question: What happened if Java application using OpenGL ES 2.0 tries to launch on the emulator that does not support OpenGL ES 2.0 software rendering? Regards, /David 2010/2/10 David Turner > OpenGL ES 2.0 headers and libraries are not available in the NDK yet. They > are coming. > > Access from Java is also planned. > > The Android software renderer doesn't support GL ES 2.0, neither does the > emulator. > > I can't give any ETA for this, sorry. > > > On Tue, Feb 9, 2010 at 12:12 AM, David Anders > wrote: > >> Hi, I also would like to bump this topic. >> >> - I guess that OpenGL ES 2.0 API will be defined in Java layer as >> android.opengl.GLES20 class. >> - We have been able to use OpenGL ES 2.0 API through hardware bindings >> using JNI. >> >> However in my understanding, it is impossible to use OpenGL ES 2.0 API >> with software rendering on emulator. When does Android plan to support >> software rendering for OpenGL ES 2.0 API? >> >> Regards, >> /David >> >> On 1月6日, 午前10:08, r2d2Proton wrote: >> > I would like to bump this. . . >> > >> > I was thinking the same thing - use the NDK to gain access to the 2.0 >> > functions. I imagine that the OpenGL ES 2.0 functions are exposed in >> > Imagination Technologies shared object file. >> > >> > Games should be considered an NDK level application. Wasn't anybody >> > watching Microsoft when they tried this? Remember Direct-Draw? >> > >> > On Dec 28 2009, 11:10 am, rollbak wrote: >> > >> > > So, that means that with NDK i can? Can you explain this further >> > > please? >> > >> > > Thanks, >> > >> > > Lucas >> > >> > > On Dec 28, 3:09 pm, Romain Guy wrote: >> > >> > > > Java apps cannot directly accessOpenGLES2.0 APIs at the moment. >> > >> > > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee < >> leelawrenc...@gmail.com> wrote: >> > > > > Eclair has supportedOpenGLES2.0. But I can not find related JNI >> > > > > wrapper forOpenGLESAPI. How a Java application useOpenGLES2.0 >> > > > > functions? >> > >> > > > > -- >> > > > > You received this message because you are subscribed to the Google >> > > > > Groups "Android Developers" group. >> > > > > To post to this group, send email to >> android-developers@googlegroups.com >> > > > > To unsubscribe from this group, send email to >> > > > > android-developers+unsubscr...@googlegroups.com >> > > > > For more options, visit this group at >> > > > >http://groups.google.com/group/android-developers?hl=en >> > >> > > > -- >> > > > Romain Guy >> > > > Android framework engineer >> > > > romain...@android.com >> > >> > > > Note: please don't send private questions to me, as I don't have >> time >> > > > to provide private support. All such questions should be posted on >> > > > public forums, where I and others can see and answer them >> >> -- >> You received this message because you are subscribed to the Google >> Groups "Android Developers" group. >> To post to this group, send email to android-developers@googlegroups.com >> To unsubscribe from this group, send email to >> android-developers+unsubscr...@googlegroups.com >> For more options, visit this group at >> http://groups.google.com/group/android-developers?hl=en >> > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
Re: [android-developers] Re: OpenGL ES 2.0 on Eclair
OpenGL ES 2.0 headers and libraries are not available in the NDK yet. They are coming. Access from Java is also planned. The Android software renderer doesn't support GL ES 2.0, neither does the emulator. I can't give any ETA for this, sorry. On Tue, Feb 9, 2010 at 12:12 AM, David Anders wrote: > Hi, I also would like to bump this topic. > > - I guess that OpenGL ES 2.0 API will be defined in Java layer as > android.opengl.GLES20 class. > - We have been able to use OpenGL ES 2.0 API through hardware bindings > using JNI. > > However in my understanding, it is impossible to use OpenGL ES 2.0 API > with software rendering on emulator. When does Android plan to support > software rendering for OpenGL ES 2.0 API? > > Regards, > /David > > On 1月6日, 午前10:08, r2d2Proton wrote: > > I would like to bump this. . . > > > > I was thinking the same thing - use the NDK to gain access to the 2.0 > > functions. I imagine that the OpenGL ES 2.0 functions are exposed in > > Imagination Technologies shared object file. > > > > Games should be considered an NDK level application. Wasn't anybody > > watching Microsoft when they tried this? Remember Direct-Draw? > > > > On Dec 28 2009, 11:10 am, rollbak wrote: > > > > > So, that means that with NDK i can? Can you explain this further > > > please? > > > > > Thanks, > > > > > Lucas > > > > > On Dec 28, 3:09 pm, Romain Guy wrote: > > > > > > Java apps cannot directly accessOpenGLES2.0 APIs at the moment. > > > > > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee < > leelawrenc...@gmail.com> wrote: > > > > > Eclair has supportedOpenGLES2.0. But I can not find related JNI > > > > > wrapper forOpenGLESAPI. How a Java application useOpenGLES2.0 > > > > > functions? > > > > > > > -- > > > > > You received this message because you are subscribed to the Google > > > > > Groups "Android Developers" group. > > > > > To post to this group, send email to > android-developers@googlegroups.com > > > > > To unsubscribe from this group, send email to > > > > > android-developers+unsubscr...@googlegroups.com > > > > > For more options, visit this group at > > > > >http://groups.google.com/group/android-developers?hl=en > > > > > > -- > > > > Romain Guy > > > > Android framework engineer > > > > romain...@android.com > > > > > > Note: please don't send private questions to me, as I don't have time > > > > to provide private support. All such questions should be posted on > > > > public forums, where I and others can see and answer them > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to android-developers@googlegroups.com > To unsubscribe from this group, send email to > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
Hi, I also would like to bump this topic. - I guess that OpenGL ES 2.0 API will be defined in Java layer as android.opengl.GLES20 class. - We have been able to use OpenGL ES 2.0 API through hardware bindings using JNI. However in my understanding, it is impossible to use OpenGL ES 2.0 API with software rendering on emulator. When does Android plan to support software rendering for OpenGL ES 2.0 API? Regards, /David On 1月6日, 午前10:08, r2d2Proton wrote: > I would like to bump this. . . > > I was thinking the same thing - use the NDK to gain access to the 2.0 > functions. I imagine that the OpenGL ES 2.0 functions are exposed in > Imagination Technologies shared object file. > > Games should be considered an NDK level application. Wasn't anybody > watching Microsoft when they tried this? Remember Direct-Draw? > > On Dec 28 2009, 11:10 am, rollbak wrote: > > > So, that means that with NDK i can? Can you explain this further > > please? > > > Thanks, > > > Lucas > > > On Dec 28, 3:09 pm, Romain Guy wrote: > > > > Java apps cannot directly accessOpenGLES2.0 APIs at the moment. > > > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee > > > wrote: > > > > Eclair has supportedOpenGLES2.0. But I can not find related JNI > > > > wrapper forOpenGLESAPI. How a Java application useOpenGLES2.0 > > > > functions? > > > > > -- > > > > You received this message because you are subscribed to the Google > > > > Groups "Android Developers" group. > > > > To post to this group, send email to android-developers@googlegroups.com > > > > To unsubscribe from this group, send email to > > > > android-developers+unsubscr...@googlegroups.com > > > > For more options, visit this group at > > > >http://groups.google.com/group/android-developers?hl=en > > > > -- > > > Romain Guy > > > Android framework engineer > > > romain...@android.com > > > > Note: please don't send private questions to me, as I don't have time > > > to provide private support. All such questions should be posted on > > > public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
I would like to bump this. . . I was thinking the same thing - use the NDK to gain access to the 2.0 functions. I imagine that the OpenGL ES 2.0 functions are exposed in Imagination Technologies shared object file. Games should be considered an NDK level application. Wasn't anybody watching Microsoft when they tried this? Remember Direct-Draw? On Dec 28 2009, 11:10 am, rollbak wrote: > So, that means that with NDK i can? Can you explain this further > please? > > Thanks, > > Lucas > > On Dec 28, 3:09 pm, Romain Guy wrote: > > > > > Java apps cannot directly accessOpenGLES2.0 APIs at the moment. > > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee > > wrote: > > > Eclair has supportedOpenGLES2.0. But I can not find related JNI > > > wrapper forOpenGLESAPI. How a Java application useOpenGLES2.0 > > > functions? > > > > -- > > > You received this message because you are subscribed to the Google > > > Groups "Android Developers" group. > > > To post to this group, send email to android-developers@googlegroups.com > > > To unsubscribe from this group, send email to > > > android-developers+unsubscr...@googlegroups.com > > > For more options, visit this group at > > >http://groups.google.com/group/android-developers?hl=en > > > -- > > Romain Guy > > Android framework engineer > > romain...@android.com > > > Note: please don't send private questions to me, as I don't have time > > to provide private support. All such questions should be posted on > > public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL ES 2.0 on Eclair
So, that means that with NDK i can? Can you explain this further please? Thanks, Lucas On Dec 28, 3:09 pm, Romain Guy wrote: > Java apps cannot directly access OpenGL ES 2.0 APIs at the moment. > > On Thu, Dec 24, 2009 at 7:32 PM, Lawrencelee wrote: > > Eclair has supported OpenGL ES 2.0. But I can not find related JNI > > wrapper for OpenGL ES API. How a Java application use OpenGL ES 2.0 > > functions? > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to android-developers@googlegroups.com > > To unsubscribe from this group, send email to > > android-developers+unsubscr...@googlegroups.com > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en > > -- > Romain Guy > Android framework engineer > romain...@android.com > > Note: please don't send private questions to me, as I don't have time > to provide private support. All such questions should be posted on > public forums, where I and others can see and answer them -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en