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Raspberry Pi support (and others ARM devices too) #20
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I'm not sure what you mean. PlayN already uses OpenGL ES/2.0 for Java. |
??? |
Oh, I think I'm misremembering. I think I did some work to use LWJGL's OpenGL ES but then dropped it because they never shipped a GLES2 jar. If we can't get a jar for GLES2 from Maven, I'm not inclined to integrate it into the core PlayN, because it will become a maintenance headache. But if you have a fork of PlayN that has the changes applied, I'll definitely take a look at it. |
Ok, I will create this fork, basically it is GL's classes of android version, pointing to LWJGL's OpenGL ES API. |
I don't suppose there's a way to somehow combine JavaGL20 and JavaGLES20? There are still a few Buffer limit() related bugs in JavaGL20, maintaining both would be a bit of a pain. I can't think of a way to do this without writing a code generator though. |
In my point of view no, is a common mistake guess that openGL ES is branch/superset of normal openGL, but is very different, maybe a best version is clone entire package and rename for something like 'playn.javaes' so this new package can focus on ARM devices capabilities/restrictions (like less memory, openGL ES gpu). anyway the code is committed on git :), now everybody can use it to dev nice games for raspberry pi/ panda board. |
Hi,
I added support to openGL 2.0 ES on PlayN \o/
To do that I added 2 new files on java package (JavaGLES20 and JavaGLESContext).
I changed JavaImage(just a cast) and JavaGraphics (support to choose between normal and ES version) too.
Have you interest to get it on you project? I can send files to you :)
The big problem is get LWJGL ES version (because it is not on maven, you need to compile it by you self).
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