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

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