I wrote a utility to import OBJ files from Max and I've found that
things look nearly identical in the game as they did in the app.  Are
you doing a lot of dynamic geometry and effects?  If not, I'd
recommend using a modeling tool and developing a process to import.

In my experience, the best tool to check rendering on is a tool
written on the platform itself.  You'll never know exactly how things
will look or behave on Android GL10 unless you render on that platform
on a device.

On Aug 30, 3:49 pm, SChaser <[email protected]> wrote:
> I took a look at that. I am not sure of all incompatibilities, but it
> does not provide the GL10 object, which I believe is required for
> Android JOGL apps.
>
> Ideas?
>
> On Aug 29, 9:33 pm, Romain Guy <[email protected]> wrote:
>
> > I think thatJOGL2 supports OpenGL ES 1.0 and 2.0. You could try with this.
>
> > On Sat, Aug 29, 2009 at 9:28 PM, SChaser<[email protected]> wrote:
>
> > > I would like to write OpenGL classes and test them in java outside of
> > > an Android device or emulator, and then use these in the Android.
>
> > > Has anybody done this?: If so, are thereJOGLimplementations that are
> > > directly compatible?
>
> > > I tried doing this onWindowsusingJOGLand writing wrappers, etc,
> > > but it turned out to be a real mess. I finally gave up when I didn't
> > > know how to get a GLU instance for a frustrum call.
>
> > > Thanks
>
> > --
> > Romain Guy
> > Android framework engineer
> > [email protected]
>
> > Note: please don't send private questions to me, as I don't have time
> > to provide private support.  All such questions should be posted on
> > public forums, where I and others can see and answer them
>
>
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