OpenGL-ES : JSR239 vs Android – Round1

    Here is the first round of tests with Android.
    I have made 2 Eclipse projects: one for J2Me using Eclipseme, and another for Android. I work on a pdf to explain howto and differences between JSR239 and Android. It show how to load a png, and use it as a texture on a cube. I have try to get the same structure between the 2 projects. So you have minor differences between them. Mainly inits, it is simple in Android, with no EGL inside. The main difference is NIO, Android has a complete NIO package. So something like ByteOrder needs to be declared not same as JSR239 which is automatic. The process to load PNG is very different but at the end the conversion to a ByteBuffer is the same. It is not optimized at all. Enjoy ;)

  • Android OpenGL-ES Test1
  • J2ME OpenGL-ES Test2
  • Android Test1

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4 Responses to “OpenGL-ES : JSR239 vs Android – Round1”

  1. Seonman Kim says:

    Could you let me know any performance differences? As far as I know, the Android emulator is implemented on top of Qemu, and all the ARM instruction is amulated, and as the result, the performance (esp. on graphics) is too bad. I don’t know much about JRS239 and emulator.
    My concern is that if we could use Android emulator for developing 3D game? I am afraid it is too slow to run any 3D grame on the emulator.

  2. Steve Oldmeadow says:

    Running your J2ME OpenGL-ES test fails on a Sony Ericsson W910i with Java Platform 8.2. Comes up with message “java.lang.IllegalArgumentException: null config”. I get the same problem with the example that ships with the WTK so I’m guessing you based your code on that.

  3. Steve Oldmeadow says:

    Current Sony Ericsson phones only support 5,6,5 for RGB respectively in the config and 16 for depth. Your code is using 8 for R,G,B and 32 for depth – same as on the WTK demo.

  4. robi sen says:

    The code compiles (after some minor changes) but does not do anything on M5. I am doing some research but it seems like the Feb 12 SDK build made a lot of changes to the Open GL API so I assume thats why your code is not working.

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