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Support OpenGL ES 1.0 or 2.0 hardware #8
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I'm not sure it is possible, we can at least use GL2ES2 or GL2ES1 in some parts but there are a few calls that require GL2. Moreover, it would allow to use a subset of Java3D under Linux ARM but AWT is still necessary which means that Android can't be supported. @hharrison What's your opinion about that? |
Java3d 1.7.0 is aimed at providing a gl2es2 profile pipeline, it is underway here https://github.com/philjord/java3d-core under branch dev1.7.0 |
I have a serious interest in this subject. I'm Aces, the guy who did the official J3D port to D3D 9.0. Let me know if I can help you. |
Excellent stuff, I just checked in the last big change to get multiple light structures flowing through to the shaders. https://github.com/philjord/java3d-core But note this version of Java3D is still locked to awt, so it won't run on Android. However that is a project I've already done, and will try to get across to the main code line at some point, but it's complex... |
One of my projects brings the android.opengl API to desktop. I guess it may helps development targeting android, without using Android emulators, etc. |
X11 ARM Linux GPU only support OpenGL ES 1 and ES 2
Please design Java3D to use the GL2ES2 or GL2ES1 profile to stay compatible with both desktop and mobile GPU hardware.
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