JOGL & Mobile Phones?

With growing popularity of Java based games for mobile phones, I was wondering whether there has been any work to develop JOGL or any other Java/OpenGL solutions for the cell phones.

Does anyone know about this?

OpenGL ES is a cut down version intended for mobiles and other embedded devices, but I don’t think the spec has been finalised yet. There was mention of it being included in LWJGL as soon as it was actually released.

Hmm, I wonder whether it’ll make its way onto the PSP and DS…?

I will be attempting to push the LWJGL agenda on phones. Maybe even directly with Nokia.

Cas :slight_smile:

There is a JSR devoted to java bindings to OpenGL ES. You won’t see a full OpenGL implementation on phones for a very long time, if ever. The OGL-ES people are diverging slowly, particularly in the extensions they need to deal with the phone environment.

Cas, I give you next to zero chance of getting LWJGL on mobiles. Most of the OpenGL ES folks aren’t allowing any 3-rd party native code on phones, only Java. Hence JSR 184 and the javabindings for ES. For the majority of the phone manufacturers, they’re either going with BitBoys or Hi Corp’s implementation of ES if they are not doing their own native implementation.

[quote]Cas, I give you next to zero chance of getting LWJGL on mobiles. Most of the OpenGL ES folks aren’t allowing any 3-rd party native code on phones, only Java. Hence JSR 184 and the javabindings for ES. For the majority of the phone manufacturers, they’re either going with BitBoys or Hi Corp’s implementation of ES if they are not doing their own native implementation.
[/quote]
I’d give me a lot more chance than that, if I were you, seeing as I’m sitting on the expert group…

LWJGL is not about native code; it’s about an API that Just Works on any device from a phone up to a desktop. An OpenGL ES binding is trivial; implementation of the API is down the the phone manufacturers themselves.

Cas :slight_smile:

We’ve been playing with the mobile space for the past couple of years, including the OGL-ES working group. Just because you’re a member of a JSR has no bearing on whether a completely unrelated spec is going to be accepted. That’s why LWJGL doesn’t have a chance getting in there. You forget, we’re also sitting on both JSR WGs so know just as much about what is going on.

The mobile guys are not interested in anything that “just works any where”. That means significant tradeoffs for performance, which is why they started with a cut down version of OGL in the first place. It has to be very small footprint to fit in the available space on the phone ROMs. Also, software implementations have to be considered so that current devices can support it. Unless you get someone like Hi Corp to implement LWJGL as a software renderer and then get a number of phone manufacturers to actually deliver it, the concept is dead in the water.

As it is, they’re going to be supporting both OGL-ES and JSR 184 and having significant issues dealing with the compatibility between those two (some parts of 184 can’t be layered over ES right now). The chances of adding another supported (ie widely available) 3D graphics API is exceedingly small. They can’t get two standardised APIs from large company consortiums working together, let alone adding yet another from some arbitrary group of hackers who like to change thier API definition on a whim. That’s the mindset you’re dealing with. You’re playing with the big boys in that space, not a group of guys making toy games in their spare time.

theres me thinking i was a big boy- and i didnt think i
had any spare time ;D

I’ve got a bad feeling about the JSR.

Cas :slight_smile: