We are trying to migrate our project from PC version to Android. PC version uses JOGL. Can anyone explain main advantages of using JOGL in Android application instead of OpenGL ES API?
For example, on PC pros of JOGL are:
But I can't see advantages of using it in Android, here are the cons from my point of view:
So what's the point of using it in Android project?
You can use JOGL only on the platforms that we support. I confirm that JOGL has a good interoperability with AWT, Swing and SWT (not yet with OpenJFX/JavaFX but we'll improve that when Oracle does the necessary things). Yes there are some nice abstractions but you forget tons of things:
I admit that there is a lack of documentation about JOGL under Android. I'm sorry, I have spent several months in writing a tutorial about JogAmp's Ardor3D Continuation and I prefer leaving the task of doing the same for JOGL Android usage to someone more experienced with it.
Edit.: Sorry for the late reply but I had a problem with my OpenID. Please rather post questions about JOGL on our official forum.