Forum > Android
creating openGL context in a unit whithout modifying the main program source
Key-Real:
I wanna open an openGL context in a separate unit and leave my main program source like this:
uses myUnit;
begin
openGLcontext;
repeat
draw;
until keypress;
closeGLcontext;
end.
the whole jni stuff with the mainactivity called from java should be in the myUnit.
is this possible?
Seenkao:
Onur Cinar "Pro Android C++ with the NDK"
Retabouil "Android NDK"
TRon:
--- Quote from: Seenkao on January 23, 2023, 12:47:49 am ---Onur Cinar "Pro Android C++ with the NDK"
Retabouil "Android NDK"
--- End quote ---
Which in practice would boil down to: https://www.learnopengles.com/calling-opengl-from-android-using-the-ndk/ (same as my other link in the other thread but with a sexy layout :) )
Key-Real:
I found this:
https://github.com/android/ndk-samples/tree/main/native-activity
this is exactly what I'm trying to do in pascal.
they have a magic entry point:
void android_main(struct android_app* state)
Is it possible to convert this entry point to freepascal?
TRon:
@Key_Real:
If not mistaken then: https://github.com/android/ndk-samples/blob/main/native-activity/app/src/main/cpp/CMakeLists.txt
tells that there is some glue.... I have a suspicion that this "glue" is jsut some wrapper function(s) inside a library (but you really would have to take a look at it yourself).
In principle: if it can be done in any other language it can be done with Pascal/FPC.
edit: 2 searches later: https://developer.android.com/ndk/samples/sample_na
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