It looks like I would be able to do it purely with the APIs Steve linked to <http://mobilepearls.com/labs/native-android-api/>. But I don't quite understand it all. I've never done Android development. A Java shell is fine, but I'd prefer a pure ffi solution if possible. On Mon, Aug 20, 2012 at 8:29 PM, Fjölnir Ásgeirsson <fjolnir@xxxxxxxxxxxxx> wrote: > I'd be surprised if it didn't take a significant amount of work to bring up > an OpenGL context without any Java involvement at all. > The simplest route is to create an OpenGL view/renderer on the Java side and > make it's context the current one, then from that point on, any GL commands > issued from using FFI will have their results rendered into that view. > > – Fjölnir > > On Aug 21, 2012, at 01:29 , Tim Caswell <tim@xxxxxxxxxxxxxx> wrote: > >> I have my luvit library running on android as an cli program. I'm >> trying now to bring up a window with a gles 2.0 context using ffi. >> Has anyone done this before? I'm just looking for the smallest C >> program to create a window and gl context that I can convert to luajit >> ffi calls. >> >> On Mon, Aug 20, 2012 at 2:35 AM, steve donovan >> <steve.j.donovan@xxxxxxxxx> wrote: >>> On Mon, Aug 20, 2012 at 1:59 AM, Fjölnir Ásgeirsson >>> <fjolnir@xxxxxxxxxxxxx> wrote: >>>> So yes, for a game you should definitely be using opensl/gl directly >>>> through NDK. >>>> >>>> Its a lot faster than going through luajava/jni for everything. >>> >>> In fact, probably would be a good deal faster than doing it in Java... >>> >>> You can have the best of both worlds, in principle. Use the JNI >>> interface just for the high-level stuff which is not so time-critical. >>> >>> steve d. >>> >> > >