Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Support OpenGL ES 1.0 or 2.0 hardware #8

Closed
xranby opened this issue Dec 21, 2012 · 5 comments
Closed

Support OpenGL ES 1.0 or 2.0 hardware #8

xranby opened this issue Dec 21, 2012 · 5 comments

Comments

@xranby
Copy link

xranby commented Dec 21, 2012

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.

@ghost
Copy link

ghost commented Jan 14, 2014

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?

@philjord
Copy link
Contributor

philjord commented Nov 3, 2016

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

@AlessandroBorges
Copy link

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.

@philjord
Copy link
Contributor

philjord commented Nov 4, 2016

Excellent stuff, I just checked in the last big change to get multiple light structures flowing through to the shaders.
Basically testing is what is needs now.
If you clone these repos and switch to dev1.7.0 you'll find lots of interesting stuff in the java3d-examples project

https://github.com/philjord/java3d-core
https://github.com/philjord/java3d-utils
https://github.com/philjord/vecmath
https://github.com/philjord/java3d-examples

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...

@AlessandroBorges
Copy link

One of my projects brings the android.opengl API to desktop. I guess it may helps development targeting android, without using Android emulators, etc.
This project includes a GLSurfaceView able to run a java.awt.Canvas - at desktop side.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants