kappa
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Reply #30 - Posted
2012-03-16 17:46:49 » |
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Yeah, but, but, but... LWGJL doesn't work on Android!
Well theoretically it should be relatively easy to write a LWJGL API wrapper (using OpenGL ES or GL20) on top of LibGDX to get LWJGL Apps to run on Android and HTML5 
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pitbuller
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Reply #31 - Posted
2012-03-16 18:16:35 » |
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Yeah, but, but, but... LWGJL doesn't work on Android!
Well theoretically it should be relatively easy to write a LWJGL API wrapper (using OpenGL ES or GL20) on top of LibGDX to get LWJGL Apps to run on Android and HTML5  And that would also allow you to run your lwjgl game using libgdx using lwjgl backend on desktop!
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gouessej
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Reply #32 - Posted
2012-03-17 09:27:20 » |
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Yeah, but, but, but... LWGJL doesn't work on Android!
Well theoretically it should be relatively easy to write a LWJGL API wrapper (using OpenGL ES or GL20) on top of LibGDX to get LWJGL Apps to run on Android and HTML5  Why not wrapping directly OpenGL-ES like JOGL 2.0? Maybe it could be done in LWJGL 3.
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Games published by our own members! Check 'em out!
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badlogicgames
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Reply #33 - Posted
2012-03-17 12:11:11 » |
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I agree, we need more wrapping.
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theagentd
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Reply #34 - Posted
2012-03-17 12:23:02 » |
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I agree, we need more wrapping.
My birthday is in August, let's all wrap lots of stuff for that!
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Myomyomyo.
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ra4king
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Reply #35 - Posted
2012-03-17 13:10:30 » |
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I agree, we need more wrapping.
My birthday is in August, let's all wrap lots of stuff for that! *wraps GTX 580 and hands it to theagentd.....SIKE* My GTX 580 is mine! Mwahahahahahahahhaaha 
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theagentd
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Reply #36 - Posted
2012-03-17 14:57:35 » |
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I agree, we need more wrapping.
My birthday is in August, let's all wrap lots of stuff for that! *wraps GTX 580 and hands it to theagentd.....SIKE* My GTX 580 is mine! Mwahahahahahahahhaaha  Meh, I'll just buy a Kepler! >=D
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Myomyomyo.
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theagentd
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Reply #38 - Posted
2012-03-17 16:06:56 » |
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I want an intact wallet, a screen larger than an Iphone and at least 32x antialiasing, so no, I don't want another laptop. -_- I'd rather get the dual GPU Kepler card if it's out by the time I get home to my desktop computer, which should be sometime around June-July.
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Myomyomyo.
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badlogicgames
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Reply #39 - Posted
2012-03-17 16:10:46 » |
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i want a pony. wrapped.
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Games published by our own members! Check 'em out!
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theagentd
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Reply #40 - Posted
2012-03-17 16:19:03 » |
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Awesome bondage thread is awesome. ... Okay, let's wrap up this topic, shall we? (See what I did thar?)
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Myomyomyo.
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gouessej
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Reply #41 - Posted
2012-03-21 18:09:45 » |
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Sorry, I thought LWJGL already contained a Java binding for OpenGL ES, that is why I thought it would not be that hard to support Android.
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sproingie
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Reply #42 - Posted
2012-03-21 18:15:44 » |
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LWJGL's ES target is some optional thing that doesn't ship in the standard distribution. I believe you have to generate it from the source. If I'm wrong there, I'd be happy if someone set me straight...
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princec
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Reply #43 - Posted
2012-03-21 20:34:32 » |
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It is also kinda pointless for Android, because Android already has the entire GLES API. Cas 
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sproingie
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Reply #44 - Posted
2012-03-21 20:48:14 » |
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Sure, but it's not unreasonable to target GLES for the desktop too if you have a mind to make it portable to Android at some later point. It beats having to deal with the Android emulator (can it even do GL?)
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kappa
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Reply #45 - Posted
2012-03-21 20:49:08 » |
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Also with the presence of LWJGL's sister library LibGDX already having such great Android support, there is little need to push Android support into it, although LWJGL does support OpenGL ES.
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princec
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Reply #46 - Posted
2012-03-21 22:11:35 » |
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Indeed. The ES support in LWJGL was meant to be a direct binding to OpenGL ES on Linux embedded systems (eg. RaspPi, maybe iOS one day, etc). In the meantime libgdx is the cure for what ails you. Cas 
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badlogicgames
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Reply #47 - Posted
2012-03-23 16:04:17 » |
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In the meantime libgdx is the cure for what ails you.
That brought tears to my eyes.
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sproingie
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Reply #48 - Posted
2012-03-23 16:22:40 » |
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I just wish the sbt plugin for libgdx would let me write a desktop-only app without having to pull in android support. I guess I could hack the plugin, I'm just lazy 
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