I have made some hacking these days around Seesmic.com new videoblogging service. Thanks Johann and Loic!
Seesmic on N95 and IPhone
December 17th, 2007OpenGL-ES : JSR239 vs Android – Round1
November 15th, 2007-
Here is the first round of tests with Android.
- Android OpenGL-ES Test1
- J2ME OpenGL-ES Test2
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

Do androids dream of electric sheeps?
November 13th, 2007- First look at Google Mobile Framework:Android
- A very well functionnal SDK is available. But this technology gives me mixed thinking…
- I digg in OpenGL-ES packages, interesting point of view, they stripped down the JSR-239 and remove all parts not compatible with java orientation:
- javax.microedition.khronos.egl EGL10, EGL11, EGLContext, … This package isn’t present in Android. It was a long debate in JSR-239, as EGL is mainly a native wrapper not very java friendly.
- java.nio part is much more complete. It is a major lack of J2ME JNI for high speed/large memory allocation, direct in native no java heap use.
- android.graphics.glutils A small scenegraph: not very usefull and not finished/documented. Object3D could load some sortof serialized objects. Also GLView is a Canvas to display OGL. A strange design is OpenGLContext which is in android.graphics package
- android.opengl.GLU A subset of GLU utility: mainly some math operations
- android.opengl.GLDebugHelper An interesting utility to help debug application.
- Soon some code samples
Wireframe in M3G
August 24th, 2005
I have made a new small demo. M3G doesn’t support wireframe. So why not doing that using Graphics.drawLine … 3D Vertices are transformed using Transform / Camera methods, and then projected to the screen.
Wireframe jad
Wireframe jar
Have fun
MEE3D GPL is out!
August 1st, 2005
MEE3D GPL version for M3G is now out…
mee3d_gpl_0.1
And samples code (cube, text3d, matrix3d and particles):
mee3d_samples_0.1
MEE3D is a cross 3D engine (M3G, Mascot, Pure java, JOGL) and native OpenGL-ES
only M3G is released as GPL version, it is a lighter version and native GPL edition will follow…