Laurencevde said:
It uses
lwjgl (lightweight java game library), at least for openGL. It doesn't seem like that has been ported to ARM/openGL ES yet...
Nope, hasn't been ported. I tried to port it myself at some point, but the API is just too dependent on OpenGL 2.0. I tried to use Adventus's wrapper a few months ago, and it didn't pass some essential unit tests after that, so I let it be.
To any future Java programmers who want to do OpenGL on the Pandora: use JOGL 2.x and the
OpenGL2ES2 profile (that profile is the common subset of OpenGL 2.0 and OpenGL ES 2.0) or the
OpenGL2ES1 profile (that can run on any device with OpenGL ES 1.1 or OpenGL 2.0), or, if you only want the app to run on the Pandora but not on PCs, Macs, Linux x86es or Solaris boxes without recompilation, use the
OpenGLES2 or
OpenGLES1 profiles. You can of course decide at runtime which profile to use depending on the computer, but you'd have to adapt your gl* calls depending on the platform too, then.
It is also fairly trivial to port a LWJGL application to JOGL and JOAL (for sound), so that should be possible, but it really depends on how extensively some of the LWJGL features are used in the original program.