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SDL 2 on a real device (Android)

Assuming you already have Android SDK & NDK with Eclipse working on a virtual Android device, the setup directions to do it on a real device was pretty simple.  Here’s links and a photo of my Nexus 7 (Android 4.3) running my hello world SDL 2 OpenGL ES app: ->
For Nexus 7, I just did Device manager -> driver -> C:\Programs\adt-bundle-windows-x86_64-20130917\sdk\extras\google\usb_driver

I also wanted to try mirroring to my Windows computer.  I tried MirrorOp but it did not work (because it requires ROOT).  I tried DroidAtScreen (uses USB, does not require ROOT).  You just have to set the path via ADB –> ADB Executable Path, or via environment variables (ANDROID_HOME or ANDROID_SDK_HOME) (for me it was C:\Programs\adt-bundle-windows-x86_64-20130917\sdk\platform-tools\adb.exe).  I faced some very strange quirk.  For some reason, setting environment variables (ANDROID_HOME or ANDROID_SDK_HOME) did not work, and pasting the adb.exe path directly did not work.  What did seem to work was to click the “…” (browse) button and selecting adb.exe via the GUI.
image image

Once I got it to work, the USB mirroring with DroidAtScreen was functional and very cool.  Although it was also very choppy (I got like 1 fps).  DroidAtScreen does not have an interface to input, so I just made sure my Nexus 7 was easily accessible from my desk (the USB cable that comes with the Nexus 7 is short, so I used my LCD monitor’s built-in USB 3.0 hub, Dell U2713HM).

I also tried my very old Android phone (Motorola Droid Pro Verizon) (very old Android 2.3.4) with my hello world SDL 2 OpenGL ES C++ NDK app and DroitAtScreen.  This also works – here’s a DroitAtScreen screenshot:

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