I am trying to render an openGL es surface from the NDK, but got halted early in my work. I have a setup similar to the 3d example in the NDK. I have a class inheriting from GLSurface view and one inheriting from GLSurfaceView.Renderer. In my .c file, I have a simple method that does NOTHING. It is just a void function with nothing in it. I can call this function in my class that inherit from activity onCreate method.
private static native void nativeSetup();
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
mGLView = new GraphGLSurfaceView(this);
setContentView(mGLView);
nativeSetup();
}
The program works fine. However, if i put the call (and declaration) in one of the GLSurfaceView classes, the program immediately fails (nativeSetup is the call in question). I have verified that everything is working fine without the native call (a colored surface is drawn). Does anyone have any ideas about why I cannot call native code from GLSurface classes?
My c file:
#include <string.h>
#include <jni.h>
void Java_com_test_intro_nativeSetup( JNIEnv* env ){}
My java file in a non working manner:
package com.test;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.util.Log;
import android.view.Window;
public class intro extends Activity {
static{
System.loadLibrary("graphrender");
}
private GLSurfaceView mGLView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
mGLView = new GraphGLSurfaceView(this);
setContentView(mGLView);
}
}
class GraphGLSurfaceView extends GLSurfaceView {
GraphRenderer mRenderer;
public GraphGLSurfaceView(Context context) {
super(context);
mRenderer = new GraphRenderer();
setRenderer(mRenderer);
}
}
class GraphRenderer implements GLSurfaceView.Renderer {
private static native void nativeSetup();
private float _red = 0.9f;
private float _green = 0.2f;
private float _blue = 0.2f;
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.d("intro", "Got to intro 4" );
}
public void onSurfaceChanged(GL10 gl, int w, int h) {
gl.glViewport(0, 0, w, h);
nativeSetup();
//Log.d("intro", "Got to intro 2" + debugStr);
}
public void onDrawFrame(GL10 gl) {
Log.d("intro", "Got to intro 3");
gl.glClearColor(_red, _green, _blue, 1.0f);
// clear the color buffer to show the ClearColor we called above...
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
}
}