Re: Setting up an Android development team for CS
"res" <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
-------- Original-Nachricht -------- > Datum: Sat, 9 Jun 2012 19:15:29 +0200 > Von: Jorrit Tyberghein <[email protected]> > An: [email protected] > Betreff: Re: [Crystal-develop] Setting up an Android development team for CS > Yes, so that's going to be one of the jobs. Either a new renderer or else > trying to make the current > renderer work on both OpenGL and OpenGLES. Not sure what's best here as > I'm > not sure what exactly > the differences are. AFAIK, at least on desktops, GL plain and GL ES use different dependencied, so different plugins will be required, probably for the shader plugins as well; however, I think it should be possible to share source files (although with some means to change code paths statically, i.e. #ifdefs or templates). (Note that I think that supporting GL ES on desktop is a sensible thing – for one, testing...) Something different: to my knowledge Android apps are primarily written in Java? So that may mean we have give the Java bindings some love again? -f.r. -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop