High level API for 3D?

Tutorials concerning the OpenGL® ES cross-platform API for full-function 2D and 3D graphics on the Google-Android platform.

High level API for 3D?

Postby devent » Fri Oct 24, 2008 4:04 am

Hallo, I"m working right now on a 3D application and I would like to offer the app on an android phone as well as on the dektop. Do the Android platform have a high level API for 3D applications like Java3D or JME? If not, do you all really developing only with the low level OpenGL ES?
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Postby MrSnowflake » Fri Oct 24, 2008 12:15 pm

You could start writing your own openGl ES renderer, and if it's good, I'd use it :).
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Postby devent » Fri Oct 24, 2008 4:24 pm

I really don't wish to program picking, collision detection, bounding shperes and most importantly a scene graph by my self. Are there no plans to port (for example) java3d to OpenGL ES?
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Postby esteem » Sat Oct 25, 2008 6:01 am

if android really takes off, im sure there will be something eventually.
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Postby zammbi » Sat Oct 25, 2008 9:29 am

If your lucky there will be a JPCT port out: http://www.jpct.net/forum2/index.php/to ... g8265.html
Though the developer is currently stuck with the slow emulator.
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Postby devent » Sat Oct 25, 2008 7:46 pm

For the one that interested, JME is likely be ported to the android platform. See Joshua's Blog for more details about this effort.

http://www.renanse.com/blog/2007/12/ear ... sults.html

One short question, if I start programing with JOGL for the desktop application how hard is it to port it later to the android platform? Android uses OpenGL ES 1.0 which corresponds to OpenGL 1.3, so if I only use OpenGL 1.3 features, how hard will it be?
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Postby MrSnowflake » Tue Oct 28, 2008 12:20 pm

There are some other limitations too. You can only use vertex arrays for example, for a complete list of such limitations go to the khronos opengl es web site.
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