Drawing a Bitmap using OpenGL is fairly trivial. (Granted they're power of 2.)
(http://stackoverflow.com/questions/3553244/android-opengl-es-and-2d/3648054#3648054)
That whole example is trivial and is missing alot of boiler plate.
There already exists several android game engines for this task such
as: http://www.andengine.org/
Google already provides GLSurfaceView to handle lifecycle changes.
Even using the native android widgets along your game is trivial using
GLSurfaceView.
GLSurfaceView, the last time I check, handles nothing as far a lifecylce
is concerned. It gives you callbacks when you loose your surface. Big
deal, so does SurfaceHolder.
Shouldn't take you more than a day or so to make your own engine and
build your game around it without any bloat and learning something in
the process.
I think you're missing the point. I also think you are clearly under
estimating the time invloved. I have done both BTW.
On Sat, Sep 18, 2010 at 11:55 AM, Leigh McRae
<[email protected]> wrote:
On 9/18/2010 2:23 PM, Dianne Hackborn wrote:
On Fri, Sep 17, 2010 at 7:54 PM, Leigh McRae
<[email protected]<mailto:[email protected]>>
wrote:
Making a few fast paths for drawing bitmaps (BitBlt) would be
huge for game developers. I know that 3 of my games I have made
aren't OGL simply because I don't want the extra code
maintenance/burden. If a game is doing some of the things you
mention, well then it's not likely concerned with frame-rate.
Use OpenGL ES.
As I stated, using OpenGL ES requires extra code. You to manage re-loading
the assets such as textures and VBO. With the Android Activity life cycle
this is even more of an issue than other platforms. This isn't trivial. It
also exposes you to driver bugs/oddities.
Seriously, you generally can't just accelerate one function and nothing
else. What you will end up with is the worst of both worlds, as you take
the hit of switching between hardware and software rendering all the time.
You can actually. I don't think it's being suggested that you use the
OpenGL driver to implement a basic bitblt. Its being suggested that the
Android OS supports the ability for hardware to accelerate the bitblt.
Maybe it already does, I don't know.
If you just want to draw bitmaps to the screen, this can certainly be
accomplished with Open GL ES, and you don't need to rely on the platform to
provide you with essentially helper APIs to make it easier to do that
particular special case. You can ask anyone here to write such a thing for
you. Waiting for the platform to provide it is a really bad option because
you don't know when it will be available (we don't really, either), and even
once it does become available you can't really take advantage of it until it
is available on the majority of the devices.
There are so many things people can do without relying on the platform to
give it to them in a nice little bundle.
I don't think anyone is waiting. I believe it was just a
request/suggestion.
--
Dianne Hackborn
Android framework engineer
[email protected]<mailto:[email protected]>
Note: please don't send private questions to me, as I don't have time to
provide private support, and so won't reply to such e-mails. All such
questions should be posted on public forums, where I and others can see and
answer them.
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