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.

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