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samskivert avatar samskivert commented on June 27, 2024

I'm not sure what you mean. PlayN already uses OpenGL ES/2.0 for Java.

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dyorgio avatar dyorgio commented on June 27, 2024

???
Do you mean Android? For Java only lwjgl.opengl package is used...no lwjgl.opengles.
Theses changes allow arm devices with linux running PlayN.

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samskivert avatar samskivert commented on June 27, 2024

Oh, I think I'm misremembering. I think I did some work to use LWJGL's OpenGL ES but then dropped it because they never shipped a GLES2 jar.

If we can't get a jar for GLES2 from Maven, I'm not inclined to integrate it into the core PlayN, because it will become a maintenance headache. But if you have a fork of PlayN that has the changes applied, I'll definitely take a look at it.

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dyorgio avatar dyorgio commented on June 27, 2024

Ok, I will create this fork, basically it is GL's classes of android version, pointing to LWJGL's OpenGL ES API.

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aduros avatar aduros commented on June 27, 2024

I don't suppose there's a way to somehow combine JavaGL20 and JavaGLES20? There are still a few Buffer limit() related bugs in JavaGL20, maintaining both would be a bit of a pain.

I can't think of a way to do this without writing a code generator though.

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dyorgio avatar dyorgio commented on June 27, 2024

In my point of view no, is a common mistake guess that openGL ES is branch/superset of normal openGL, but is very different, maybe a best version is clone entire package and rename for something like 'playn.javaes' so this new package can focus on ARM devices capabilities/restrictions (like less memory, openGL ES gpu).

anyway the code is committed on git :), now everybody can use it to dev nice games for raspberry pi/ panda board.

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