NDK versus OpenGL Javabindings

Problems with Canvas, OpenGL, etc...

NDK versus OpenGL Javabindings

Postby pwagner » Wed Sep 15, 2010 4:30 pm

Hey there.

I'm working on a project right now which will include Augmented Reality. Therefore I would like to know which way I should code. On the one hand there is the android NDK where I can code OpenGL in C and have to use JNI to use it in my android code and on the other the Java bindings first appeared in Froyo.

Maybe someone can list the pros and cons of both methods?
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Re: NDK versus OpenGL Javabindings

Postby Graeme » Sun Oct 03, 2010 12:37 am

I've barely used the NDK, but my advice would be to use Java unless you really, truly need to performance improvement. In my experience, it is rare that you actually get a performance increase with native code. If you are doing some really intense calculations or something then yes, it might make a difference, but it's probably fine to use Java. As far as I know there still aren't any good debugging tools for the NDK (or am I wrong?) so it's much easier to use Java.
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