Android 1.6 NDK - G1 Q&A, Help & Troubleshooting

Has anyone played around with the NDK yet?
It looks really promising, I haven't gotten my dev environment setup on my new machine yet.
Hopefully this can and will make apps much faster by being able to bypass the slowness that is java. Apparently there are native OpenGL ES APIs, Quake on Droid anyone?

Related

Opensource SOFTWARE OpenGL ES drivers are available

Hi all,
There is a software driver for Windows Mobile devices for OpenGL ES
Its here http://www.vincent3d.com/index.html
The thing is that this is NOT hardware accelerated, but the source code is available.
I downloaded GLBenchmark and without it it would not run, but with the file
libGLES_CM.dll
from the above project it runs (I'm currently running it, so I don't know the results, and even if it can render anything)
Thoughts:
Does this file exist on the other phone that had MSM7200 HW acceleration? Chainfire?
If it does, and the only thing it references is QTV.dll and/or Q3dimension.dll
it would most probably work on our TyTN IIs
IT WOULD NOT HELP WITH VIDEO OR SCROLLING OR DIRECT3D, but it would allow games that use OpenGL ES
If it does not exist, then we have to learn how QTV and Q3dimension work (As corecodec did with QTV) so that we can make the appropriate changes on Vincent's driver.
Please, if you are not a developer with C++ experience DON'T POST SPECULATIONS
Thanks
PD GLBenchmark is running but it does not show anything on the screen.
Well, are there other programmers here?
The problem is we don't have the specs for how to 'talk' to the hardware. If we did, maybe, with a LOT of work, we could make it work. But this software driver won't be any help in it
The HWA OpenGL ES driver from the KS20 depends on a LOT of stuff that is different between the Kaiser and the KS20...
Chainfire said:
The problem is we don't have the specs for how to 'talk' to the hardware. If we did, maybe, with a LOT of work, we could make it work. But this software driver won't be any help in it
The HWA OpenGL ES driver from the KS20 depends on a LOT of stuff that is different between the Kaiser and the KS20...
Click to expand...
Click to collapse
In the thread where you where trying to hack the drivers for the KS20 as I recall, you did not try the OpenGL ES dll, you where trying to use the whole video driver, of course you are the one that know ALL you did
Do you have the KS20 files? I want to have a look.
I know it's a lot of work, but we don't have to figure the hardware, we have to figure out Qualcomms dlls. Are those even in our Kaisers?
I other words, I want to do what corecodec did. And I would think that there have to be more programmers here on xda-developers, not just users or cookers.
I don't have much experience contributing to open source programs, but isn't that the way it is supposed to work, programmers united by some need?
I have not developed for Windows Mobile, but I'm willing to give it a shot if someone here is at least a bit interested
From what I have been reading Qualcomm have 2 dlls that talk to the hardware: QTV.dll and Q3dimension.dll
The problem is that we do NOT have a wrapper that translates DirectDraw Direct3D or OpenGL ES calls into these two dlls
Corecodec is using QTV directly, bypassing this situation. Hopefully they will release all the info they have on QTV. Even if they do SOMEONE has to use that info. I want to at least try.

[Q] Does Nook Color support OpenGL ES 2.0?

I tried searching the forums, but couldn't find anything on the subject. Sorry if this has been asked before.
Does Nook Color support OpenGL ES 2.0 under any rom?
Got my device (firmware v1.0.0) yesterday and rooted it. Quadrant's "system info" displays it only supports OpenGL ES 1.1, and software that has requirement for OpenGL ES 2.0 (e.g. DiceShaker 3D) doesn't show on the market app. Also running the following code in an app prints 'false':
-- clip --
ActivityManager am = (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
ConfigurationInfo info = am.getDeviceConfigurationInfo();
Log.d(TAG, info.reqGlEsVersion >= 0x20000);
-- clip --
So it's apparent that at least the stock rom with v1.0.0 firmware doesn't support OpenGL ES 2.0. Any chance that any of the other roms (Froyo, Honeycomb) do or might in the future?
Oh, and thanks for all the awesome work on the device!
Yes, the hardware does support it. The GPU is the PowerVR SGX530, which is OpenGL ES 1.1/2.0. What I suspect is the B&N did not go all out with the drivers (since it is "just" an ebook reader after all... ), and did not provide support.
Assuming a kernel can be compiled with the correct drivers, it should do 2.o just fine.
Divine_Madcat said:
Yes, the hardware does support it. The GPU is the PowerVR SGX530, which is OpenGL ES 1.1/2.0. What I suspect is the B&N did not go all out with the drivers (since it is "just" an ebook reader after all... ), and did not provide support.
Assuming a kernel can be compiled with the correct drivers, it should do 2.o just fine.
Click to expand...
Click to collapse
OpenGL ES 2.0 works on Nook with CM7, in case anyone else is wondering.
You can play games, like Need For Speed Shift that use OpenGL.
tech_head said:
You can play games, like Need For Speed Shift that use OpenGL.
Click to expand...
Click to collapse
Yeah, but all android devices support OpenGL ES 1.1. The question was about OpenGL ES 2.0, which the original BN rom didn't support. Just wanted to drop the info here that it now works with CM7, in case anyone else was wondering.
So 3d game run smoother on cm7
Yes.
/Should/ also run better on Froyo-based ROMs, but I don't have direct experience with those.
glg
Haha. I expected smoother than froyo :]

XBMCbuntu

I was wondering, Since we have an alpha of Ubuntu, and an Ubuntu installer, anyone try setting up XBMCbuntu? When I get the chance I'll see whats needed to run regular Ubuntu and see if theres enough support in it to run the XBMCbuntu
There isn't. You might be able to kludge it to the point it boots XBMC, but it's pointless. The GPU isn't working in Ubuntu so video acceleration is non-existant. The audio doesn't work either, so you'd be able to lag through low-res videos without sound. Not a great experience. Ubuntu right now is NOT for multimedia, it works great for office, productivity, and programming but not multimedia.
The XBMC guys are focusing all their ARM dev into the Raspberry Pi at the moment. Would be kinda cool, though especially if the TP had HDMI out.
I believe they're working on a xbmc for Android, so hopefully we will have one soon
The current version (which you have to compile from source as no APK has been released to the non-dev community) runs pretty decently on the Touchpad. I haven't tried playing any videos with it, yet. I'll check and report later.
You can find unofficial builds of the Android XBMC build online and it actually seems to work fairly well. The XBMC interface has been adapted a bit to work with touch interfaces and overall it's quite nice. I had issues playing music, but had limited success streaming DVD ISO's from my server and playing other types of video content.
*deleted*

Chromecast Gameboy

You may have seen some blogposts yesterday about someone "hacking" the chromecast to run a gameboy emulator. Well, it is true that I got a gameboy emulator running on the chromecast, but it wasn't really a hack. This application uses no workaround or hack to get this up and running. It only uses the official SDK provided by Google.
I've posted the code on github here: https://github.com/acordar/chromecast-gb.
Performance is decent, not exactly the best since it doesn't run at 60fps (might depend on the rom, I've only tested 2). There isn't really any input lag though which is awesome.
If you've whitelisted your chromecast, you can set up the emulator yourself and try it out.
Here's OPs Reddit post
I really need to try this.

Use AVD that supports OpenGL ES 3.1 graphics emulator inside Android Studio

I have a game that is made with Unity3D. I exported the game as Gradle build and opened it in Android Studio in hope that I can emulate on a OpenGL ES 3.1 (Yes I know it's a bad idea just don't have a device at hands right now so it's my best hope) Virtual Device. The only option is GLES 2.0 Hardware/Software. Is there anyway to do so ?
Actualize said:
I have a game that is made with Unity3D. I exported the game as Gradle build and opened it in Android Studio in hope that I can emulate on a OpenGL ES 3.1 (Yes I know it's a bad idea just don't have a device at hands right now so it's my best hope) Virtual Device. The only option is GLES 2.0 Hardware/Software. Is there anyway to do so ?
Click to expand...
Click to collapse
Anyone ?

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