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Author Topic: Opengl, Android and projectM  (Read 2166 times)

Offline BenBrown

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Opengl, Android and projectM
« on: February 05, 2011, 09:08:02 PM »
I found this little gem looking for Trackball code examples

home: http://www.e3roid.com/blog/

source code: https://code.google.com/p/e3roid/

The license appears compliant with rockbox, but I need someone who knows to make the last call.

Although e3riod is android 2.1 or above, and only for hardware that supports it. It won't be long before even 2.1 is past tense. So, I thought I would throw the idea on the table.
If only for the hardware rendering it still looks very enticing IMO. For me the end result is to port some of projectM to rockbox, you know just for fun. And using the SDL port with some native libs would make it easy to start prototyping some ideas.

Any thoughts about doing this?
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foolsh

Offline saratoga

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Re: Opengl, Android and projectM
« Reply #1 on: February 05, 2011, 09:31:08 PM »
Quote from: BenBrown on February 05, 2011, 09:08:02 PM
Any thoughts about doing this?

I have no idea what you're asking or what you want to do, but that link is some random Android program.  Its written in Java and uses OpenGl.  Its never going to work with rockbox. 
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Offline BenBrown

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Re: Opengl, Android and projectM
« Reply #2 on: February 06, 2011, 02:04:07 PM »
Sorry, I was referring to Aaapp specifically.
After digging into that link deeper, I see that this is what I thought I was looking at

http://code.google.com/p/libgdx/

The framebuffer is kind of slow in Aaapp, and this could maybe help. but also having direct calls to hardware sounds good to my ears.
But libgdx looks like it is only available in binary form, does this go against rockbox's mantra?
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foolsh

Offline saratoga

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Re: Opengl, Android and projectM
« Reply #3 on: February 06, 2011, 02:10:42 PM »
Quote from: BenBrown on February 06, 2011, 02:04:07 PM
The framebuffer is kind of slow in Aaapp, and this could maybe help. but also having direct calls to hardware sounds good to my ears.

Ok but what do you want to do exactly?   

Quote from: BenBrown on February 06, 2011, 02:04:07 PM
But libgdx looks like it is only available in binary form, does this go against rockbox's mantra?

Everything on code.google.com is open source.
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Offline BenBrown

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Re: Opengl, Android and projectM
« Reply #4 on: February 06, 2011, 03:06:16 PM »
Hmm, well I guess just being able to make calls to the opengl library from within rockbox sums up the whole idea for me.
But, a lite version of ProjectM rendering to the bottom layer of the while playing screen, is my idea in the end.
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foolsh

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