[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-13 Thread MichaelEGR
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...

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-13 Thread MichaelEGR
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

2010-03-13 Thread Mario Zechner
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

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-13 Thread Mario Zechner
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

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-12 Thread MichaelEGR
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

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-12 Thread MichaelEGR
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

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-12 Thread MichaelEGR
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.

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-12 Thread MichaelEGR
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.

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-11 Thread Romain Guy
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.
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>> > > To unsubscribe from this group, send email to
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>> > > For more options, visit this group at
>> > >http://groups.google.com/group/android-developers?hl=en
>
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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
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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-11 Thread Mario Zechner
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
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> > > For more options, visit this group at
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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-10 Thread scott19_68
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

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-10 Thread Ben Gotow
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

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-10 Thread Romain Guy
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.
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> android-developers+unsubscr...@googlegroups.com
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>



-- 
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

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-10 Thread Justin Giles
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.
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> android-developers+unsubscr...@googlegroups.com
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>

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-10 Thread Greg Donald
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

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-10 Thread Romain Guy
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.
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> android-developers+unsubscr...@googlegroups.com
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>



-- 
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

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-10 Thread Ben Gotow
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

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-10 Thread Justin Giles
>> 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

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-09 Thread Greg Donald
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

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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-09 Thread David Anders
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
>>
>> --
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>> Groups "Android Developers" group.
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>>
>
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Re: [android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-09 Thread 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
>
> --
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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-02-09 Thread David Anders
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

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[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-01-06 Thread r2d2Proton
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
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[android-developers] Re: OpenGL ES 2.0 on Eclair

2009-12-28 Thread rollbak
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

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