Also I just want to point out that the community driven LWJGL desktop Java binding has already added OpenGL 4.0 support immediately after announcement / specification release. This seriously is the level of support that Google and the Android team should extend to OpenGL ES 2.x at the very least for all developers. It's not like the hardware isn't available and released. It is available; give us what we need to succeed and make Google & Android look good.. :)
If the LWJGL community can add the latest OpenGL 4.0 support in a matter of hours to their binding. There is no reason Google can't support a developer binding/wrapper separate of the OS. There simply isn't a good excuse.. I'm afraid "we're just trying to get it right" is just a diversion of sorts. And no condemnation here.. I really like Android and have been working with GL since Android 1.0. Lets keep things rolling and show what Android and 2nd gen devices really can do... http://lwjgl.org/forum/index.php/topic,3245.0.html Support the developers otherwise Android is going to lag behind on next gen titles. Yes the NDK exists, but that primarily benefits iPhone devs who are porting OpenGL 2.x titles from the iPhone and / or commercial game companies and not the larger base of Java oriented Android devs. --Mike On Mar 12, 7:54 pm, MichaelEGR <foun...@egrsoftware.com> wrote: > I'm glad others are concerned like I am on Java bindings to OpenGL ES > 2.x. As things go it would be nice to hear from Google that they will -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en