Ardor3D was initially written with the fixed pipeline in mind and with a minimal support of shaders. ardor3d-android was relying on OpenGL ES 1 as far as I remember.
There are two main options to support OpenGL ES within JogAmp's Ardor3D Continuation:
- use JOGL emulation of the fixed pipeline (PMVMatrix, ...)
- implement a fully programmable pipeline
The first option was chosen and is partially working but the support of OpenGL ES >= 2 needs to be improved and tested. OpenGL ES 1 should work.
In my humble opinion, rewriting the whole rendering pipeline would require too much an effort now, using the emulation is a good compromise. This request for enhancement will need a better implementation later after the release of the first major version but maybe it's not worth the effort as Vulkan is becoming more and more widespread.
The issue was referenced as https://github.com/gouessej/Ardor3D/issues/9
Maybe I should consider using GLOVE and improve the OpenGL ES support instead of writing a Vulkan backend:
I won't implement this feature. I will rather invest some time in supporting Vulkan later.