Yes, the standard way of developing 3D is using the STANDARD development kit.
Don't start with C, unless you absolutely need to. People tend to go
directly to the NDK because they don't like Java, that's just stupid.
Start off with the Java classes, if you really need to, use the NDK.
On Sat, Nov 27, 2010 at 1:32 AM, Eyvind Almqvist
eyv...@mobile-visuals.com wrote:
I understand that GLSurfaceView and SurfaceView are Java classes, but
I thought that you should use Open GL C++ for the 3d graphics. I then
searched for more information about this and I found the
android.opengl package.
So do you mean that I should use the android.opengl package to develop
the 3d graphics in openGL? Is this the standard way to develop 3d
graphics in Android?
On 25 Nov, 12:27, Miguel Morales therevolti...@gmail.com wrote:
What? No, no C++. Just use a GLSurfaceView to render all your
3dopenGLstuff. Then add an overlay View (maybe a SurfaceView) and add
all your regular2Dcontrols/widgets that come with Android.
On Thu, Nov 25, 2010 at 3:11 AM, Eyvind Almqvist
eyv...@mobile-visuals.com wrote:
Do you mean mixing Java and C++ in an Android project? SurfaceView and
theGUIin Java and GLSurfaceView and the visual effects in OpenGLC+
+?
On 25 Nov, 01:12, Miguel Morales therevolti...@gmail.com wrote:
You can simply have a SurfaceView overlaying your GLSurfaceView and
draw whatever HUD orGUIelements you want using the regular Android
widgets.
On Wed, Nov 24, 2010 at 5:43 AM, Eyvind Almqvist
eyv...@mobile-visuals.com wrote:
I want to make anOpenGLESversion of my M3GappAstral 3d worlds.
Theapphas a2dGUI, from which you can start 10 visual effects.
I can port the visual effects toOpenGLES, but how can Ibuildthe
2dGUI? Should I really useOpenGLESfor that?
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