<story><title>Android developer on Slashdot detailing the Android &quot;fragmentation&quot;</title><url>http://news.slashdot.org/comments.pl?sid=1671914&amp;cid=32426078</url><text></text></story><parent_chain></parent_chain><comment><author>buster</author><text>In using OpenGL he is basically giving up all the features Android offers him to stay platform independent.
I think it is clear, when you write a whole, complete rendering engine that doesn&apos;t use the android stack, you&apos;ll eventually have to deal with different screensizes, input methods, etc.&lt;p&gt;Most apps i use have been running on my G1 from day 1 and now on Android 2.2 on the Nexus One and i&apos;ve had no big problems between android 1.5, 1.6, 2.1 and 2.2.&lt;p&gt;I guess the only thing for games to remain relatively platform independent is to use another intermediate layer (to substitute for a not used android &quot;layer&quot;) like the unity3d engine.</text></comment>
<story><title>Android developer on Slashdot detailing the Android &quot;fragmentation&quot;</title><url>http://news.slashdot.org/comments.pl?sid=1671914&amp;cid=32426078</url><text></text></story><parent_chain></parent_chain><comment><author>DrSprout</author><text>Is there really a way to make OpenGL development simple and consistent across a wide range of GPUs and screens? It sounds to me like he&apos;s complaining more about how hard low-level cross-platform graphics programming is, not Android itself.</text></comment>