Is the WW Android development effort still being actively maintained?
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lbelellaTags: None
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Code is still there,
http://worldwind31.arc.nasa.gov/svn/trunk/
But our activity is currently focused on World Wind iOS
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Yeah, I'm aware of Ubuntu's foray into the mobile market (and very supportive of it). However, I don't see that as displacing Android any time soon. The fact of the matter is that Android controls a large market share (larger than Apple) already. Along with an active developer community and distribution mechanism (Google Play). It seems like not acknowledging that is an oversight.
It was my understanding that WW 2.0 is based on JOGL 2.0. The problem with porting initially was that WW relied on JOGL while Android only supported OpenGL ES. With JOGL 2.0 now available on Android and WW already being written in Java, it seems like it wouldn't take a Herculean effort to compile the actual (not the current Android port) WW 2.0 code base as an Android project. I may play around with it myself if I ever find some time for it.
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It shouldn't be that much of a problem.
With WW 1.5 the jogl files needed to be in the same directory as the .jar file,
or it's location set like in a .bat file.
With WW 2.0 the jogl files are in a directory named xxx_lib.
Some have had luck including the jogl files inside the .jar.
If you can run WW 1.5 on your android device running WW 2.0 should not be a problem.
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Hi nlneilson,
Should I triple dare you on the suggestion regarding WWJ 2.0 working on Android with little effort? lol
Actually I have been busy on Rolling Thunder with another major upgrade and almost done with that and will look into Android sometime after that and will try your suggestion.
Again thanks for the replies!
-Tony
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Hi Tony
Under Ubuntu as dual boot or as a VM WWJ 2.0 should run OK without any changes on an Android device that has the capability. I don't have one to try it.
From this thread some run it in Android directly without a problem using the Android specific code.
http://forum.worldwindcentral.com/sh...hlight=Android
Try both ways and let us know which has the least problems.
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Originally posted by bdrummon View PostYit seems like it wouldn't take a Herculean effort to compile the actual (not the current Android port) WW 2.0 code base as an Android project
I was able to replace original JOGL jars with Android versions. Now I'm struggling with porting GDAL and making it work in my "WWAndroid" project (I think I'm halfway there). So far the compiler lists about 100 errors. I see a lot of java.awt.* imports, e.g. Color or Point. I'll need to mimic this using android.graphics package or equivalent. At first I thought I'll just need to resolve the imports and then implement the functionality of WorldWindGLCanvas using Activities or Views or whatever.
Do you think my struggle is worth it? :-)
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Originally posted by peterko View PostDid anybody make any reasonable progress when trying to compile WW2.0 as Android project?
I was able to replace original JOGL jars with Android versions. Now I'm struggling with porting GDAL and making it work in my "WWAndroid" project (I think I'm halfway there). So far the compiler lists about 100 errors. I see a lot of java.awt.* imports, e.g. Color or Point. I'll need to mimic this using android.graphics package or equivalent. At first I thought I'll just need to resolve the imports and then implement the functionality of WorldWindGLCanvas using Activities or Views or whatever.
Do you think my struggle is worth it? :-)
https://github.com/TrilogisIT/WorldWind_Android
There are two forks with improvements:
kedzie_master which has a lot of rework on the drawing, supporting external 3d object (Rajawali library) and etc alpha support (this part is partial, i'm fixing it)
nicastel_master which is a pull request from vash (user of the forum) that implemented on the fly compression of wms data into ETC (which is far more faster than showing PNG textures). He also developed a plugin that automatically covnverts PNG_to_ETC in geoserver
You can use that repo as the main repository for worldwind code, we are now maintaining it.
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