about the JNI bridge i wrote. Robert from Battery Powered Games encouraged me to send a mail to Jack Palevich, the Google engineer who is responsible for GLSurfaceView among other things. In my mail i explained what i did, how i did it an offered to clean it up according to Google standards so it can be integrated into the next SDK release. I didn’t think they’d accept it but Robert pushed me to try anyways. Here’s the answer from Jack:
Wow, I am impressed by the work you have done, and I agree that it would be a reasonable way to support Opengl ES 2.0 in Android.
Unfortunately, we have already written a Java OpenGL ES 2.0 binding, which we hope to ship in a future release of Android.
From your description of what you have done, I think we were thinking along similar lines. I guess the good thing is that you should be able to switch from your version to the standard Android version when it becomes available.
I am sorry that we couldn’t accept your Android source contribution.
Best wishes, and good luck with your further Android projects,
Being the talkative guy i am i of course replied:
No biggie, i actually wasn’t sure if it’s a good idea to mail you about this. Robert pushes me :). Good to hear that the official bindings are on their way. I only put a couple of hours into that bindings so it’s not really a loss for me. Thanks for the reply and keep up the awesome work!
No further spam from me,
and Jack replied back!
Wow, you work faster than me — my version of the bindings took a week or so to write.
Next time maybe I should ask for contributions from the community before I do the work myself.
Awesome, Google talks back to you if you ask kindly it seems. What i can take away from this is that my “design” of the JNI bridge is aligned with what Google itself brewed up. So if you use the JNI bridge now you should have no problem switching to the official bindings once they come out. The ETA for those is sometime this year when Froyo, the next Android release, is published.