Hi, are you sure, that you need 3D acceleration to enable those codecs? Or does your platform offer specialized chips for doing that codec job? I do not know any OpenGL related stuff, that provides access hardware codecs, but I am not familiar with OpenGL-ES. Do you know, how you access on your original platform to those codecs in low level? Are there special libs, which you could recompile for Android? If you really need libGLES_CM.so, you must find a way to replace it by our vendor specific implementation, which must also be converted to Android and might require a kernel module to get fast hardware access. So you have to port that kernel module and all the OpenGL related stuff, that is vendor dependent in you case. Maybe it is just enough to integrate hardware support to your kernel, as OpenGL is something like a client/server system. Did you already check, which libraries/ devices does libGLES_CM.so access? At the moment, I cannot give you more details about hardware 3D on Android, it is something that I will investigate in the future again.
bye Markus On 25 Nov., 13:31, Pivotian <[EMAIL PROTECTED]> wrote: > I got to know that in Android OPEN_GL ES is configured by default for > software thats why it uses the software packages of android. How I can > configure the OPEN_GL ES for hardware. Is it just a case of replacing > the "android/out/target/product/generic/system/lib/libGLES_CM.so" with > a new one build with hardware configuration? or any thing more than > that. If I replace the shared object file "libGLES_CM.so" with the new > one configured for hardware, will it work fine ? How I will know > whether its working fine with top level application to whom it > provides the interface. Please put some light on it if anyone has any > idea regarding that. --~--~---------~--~----~------------~-------~--~----~ unsubscribe: [EMAIL PROTECTED] website: http://groups.google.com/group/android-porting -~----------~----~----~----~------~----~------~--~---
