[android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-20 Thread RyanMcNally
Here is some code:
http://code.google.com/p/rugl/source/browse/trunk/droid/DroidRUGL/src/com/ryanm/droid/rugl/util/geom/Tesselator.java
that will take a list of x,y vertex coordinates of a simple polygon
(concave is fine, self-intersecting is not) and spit out the vertex
and triangle index arrays suitable to be sent to opengl (in
GL_TRIANGLES format)

It should be pretty easy to pull out, there's only a few small utility
methods that it relies on. Failing that, the algorithm is pretty
simple and well-commented.

OpenGL is easier than you think, don't let it intimidate you!

Ryan

On Jan 20, 2:58 am, Brill Pappin  wrote:
> That explains a lot about why things didn't make sense to me... I kept trying 
> to tell it to simply draw points and connect them!
>
> It's actually those vertices that are giving me trouble... they are just not 
> friendly to an Application programmer :)
>
> - Brill Pappin
>
> On 2011-01-19, at 8:24 PM, Indicator Veritatis wrote:
>
>
>
>
>
>
>
> > OpenGL ES, the standard not just for Android but for all mobile phones
> > to date, only supports drawing triangles, not polygons. To get a
> > polygon, you have to triangulate it first, then pass an array of
> > vertices based on that triangulation.
>
> > Triangulation turns out to be a subtle combinatorial problem.
>
> > On Jan 17, 11:59 am, Brill Pappin  wrote:
> >> Thanks Robert. I'll take that advice.
>
> >> In particular what we want are some extensions to the framework(s) that 
> >> make
> >> supporting segmented maps easier for us to work with. Most frameworks have

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[android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-20 Thread Indicator Veritatis
Spend a little more time with "The Red Book" on OpenGL, and it will
make sense to you. It takes a couple of slight shifts in your way of
thinking, but one you change gears, it won't seem so unfriendly.

That said, the "slight shifts" are easier for those of us who used
homogeneous coordinates, orientable manifolds, combinatorial topology
and other similar mathematical ideas before;)

"The Red Book" is at http://fly.cc.fer.hr/~unreal/theredbook/ and for
OpenGL ES, is not out of date, even though that free copy is for
OpenGL 1.1.

One minor nuisance: the Red Book examples assume the use of OpenGL
commands using vertex lists built by bracketing drawing primitives
with glBegin() and glEnd(), but OpenGL ES does not support these. This
is a good idea why it is handy to learn OpenGL on your desktop first
before restricting yourself to the subset available in OpenGL ES...

On Jan 19, 6:58 pm, Brill Pappin  wrote:
> That explains a lot about why things didn't make sense to me... I kept trying 
> to tell it to simply draw points and connect them!
>
> It's actually those vertices that are giving me trouble... they are just not 
> friendly to an Application programmer :)
>
> - Brill Pappin
>
> On 2011-01-19, at 8:24 PM, Indicator Veritatis wrote:
>
> > OpenGL ES, the standard not just for Android but for all mobile phones
> > to date, only supports drawing triangles, not polygons. To get a
> > polygon, you have to triangulate it first, then pass an array of
> > vertices based on that triangulation.
>
> > Triangulation turns out to be a subtle combinatorial problem.
>
> > On Jan 17, 11:59 am, Brill Pappin  wrote:
> >> Thanks Robert. I'll take that advice.
>
> >> In particular what we want are some extensions to the framework(s) that 
> >> make
> >> supporting segmented maps easier for us to work with. Most frameworks have
>
>

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Re: [android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-19 Thread Brill Pappin
That explains a lot about why things didn't make sense to me... I kept trying 
to tell it to simply draw points and connect them!

It's actually those vertices that are giving me trouble... they are just not 
friendly to an Application programmer :)

- Brill Pappin

On 2011-01-19, at 8:24 PM, Indicator Veritatis wrote:

> OpenGL ES, the standard not just for Android but for all mobile phones
> to date, only supports drawing triangles, not polygons. To get a
> polygon, you have to triangulate it first, then pass an array of
> vertices based on that triangulation.
> 
> Triangulation turns out to be a subtle combinatorial problem.
> 
> On Jan 17, 11:59 am, Brill Pappin  wrote:
>> Thanks Robert. I'll take that advice.
>> 
>> In particular what we want are some extensions to the framework(s) that make
>> supporting segmented maps easier for us to work with. Most frameworks have

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[android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-19 Thread Indicator Veritatis
OpenGL ES, the standard not just for Android but for all mobile phones
to date, only supports drawing triangles, not polygons. To get a
polygon, you have to triangulate it first, then pass an array of
vertices based on that triangulation.

Triangulation turns out to be a subtle combinatorial problem.

On Jan 17, 11:59 am, Brill Pappin  wrote:
> Thanks Robert. I'll take that advice.
>
> In particular what we want are some extensions to the framework(s) that make
> supporting segmented maps easier for us to work with. Most frameworks have
> many samples of grid or tiles based maps, but we are interested in maps that
> use polygons divisions. Maybe hexagon based maps, or even irregular
> segments. We need them to work in event time (as opposed to real time).
> Think RTS here.
>
> Currently we don't understand game development well enough... we
> could likely sort something out ourselves, but there is a ratio of cost/work
> that we feel can best be handled by paying another to set up a framework. We
> can do the rest ourselves :)
>
> - Brill Pappin

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[android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-17 Thread Brill Pappin
Thanks Robert. I'll take that advice.

In particular what we want are some extensions to the framework(s) that make 
supporting segmented maps easier for us to work with. Most frameworks have 
many samples of grid or tiles based maps, but we are interested in maps that 
use polygons divisions. Maybe hexagon based maps, or even irregular 
segments. We need them to work in event time (as opposed to real time). 
Think RTS here.

Currently we don't understand game development well enough... we 
could likely sort something out ourselves, but there is a ratio of cost/work 
that we feel can best be handled by paying another to set up a framework. We 
can do the rest ourselves :)

- Brill Pappin


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[android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-17 Thread Robert Green
There are many Android devs who have plenty of GL experience, however
I believe that your post was too vague to draw interest.

I believe many of the good game developers have stopped watching this
group because it has become rather large and generally has little to
offer graphics and simulation programmers, who are your targets.

You would have more luck IMO searching this group for GL-related
topics and emailing those directly who seem to have knowledgeable
questions and replies.

On Jan 17, 8:38 am, Brill Pappin  wrote:
> Thanks, I'll give that a try.
>
> I'm not surprised the GL knowledge pool  is small, its a whole different 
> beast... which is exactly why we want to framework work done... it will let 
> us accelerate our experimentation and maybe actually get something to market 
> in the black rather than in the red :)
>
> - Brill Pappin
>
> On 2011-01-17, at 11:01 AM, TreKing wrote:
>
>
>
>
>
>
>
> > On Mon, Jan 17, 2011 at 9:52 AM, Brill Pappin  wrote:
> > Really? Nobody is interested in this at all?
>
> > Not surprised. People here probably have their own projects going on I get 
> > the impression that the knowledge pool for GL on Android is very small.
>
> > Maybe try gamedev.net - great site for general game development stuff and 
> > they have a Help Wanted section.
>
> > --- 
> > --
> > TreKing - Chicago transit tracking app for Android-powered devices
>
> > --
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Re: [android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-17 Thread Brill Pappin
Thanks, I'll give that a try.

I'm not surprised the GL knowledge pool  is small, its a whole different 
beast... which is exactly why we want to framework work done... it will let us 
accelerate our experimentation and maybe actually get something to market in 
the black rather than in the red :)

- Brill Pappin

On 2011-01-17, at 11:01 AM, TreKing wrote:

> On Mon, Jan 17, 2011 at 9:52 AM, Brill Pappin  wrote:
> Really? Nobody is interested in this at all?
> 
> Not surprised. People here probably have their own projects going on I get 
> the impression that the knowledge pool for GL on Android is very small.
> 
> Maybe try gamedev.net - great site for general game development stuff and 
> they have a Help Wanted section.
> 
> -
> TreKing - Chicago transit tracking app for Android-powered devices
> 
> 
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Re: [android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-17 Thread TreKing
On Mon, Jan 17, 2011 at 9:52 AM, Brill Pappin  wrote:

> Really? Nobody is interested in this at all?


Not surprised. People here probably have their own projects going on I get
the impression that the knowledge pool for GL on Android is very small.

Maybe try gamedev.net - great site for general game development stuff and
they have a Help Wanted section.

-
TreKing  - Chicago
transit tracking app for Android-powered devices

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[android-developers] Re: Anyone with GL experience willing to take a contract/bounty?

2011-01-17 Thread Brill Pappin
Really? Nobody is interested in this at all?

- Brill Pappin
  Sixgreen Labs Inc.

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