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The Android EGL/GLES Java-language implementation is a thin wrapper around the native implementation. All of the interesting state is in native thread-local storage. Whatever context and surface you set up from code written in Java will be used by the native rendering calls.
For the "GL Recorder" activity can the rendering be done in native C++ and use the rest of the implementation as is?
E.g:
GLES20.glBindFramebuffer(GL_FRAMBUFFER, javaFBO);
nativeRender(...);
GLES20.glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawToScreen();
Great job on this sandbox, learning a lot from it!
Thanks,
Cristina
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