Hello! I've found a difference in the 3D implementations using opengl in traditional Processing (on a desktop/laptop) and A3D on Android. In particular, the camera() function seems to not center correctly in A3D. I'm not yet sure if it is a bug or a feature, but here's how to replicate it.
The following sketch runs on both versions (to run on the desktop you need to uncomment the "import processing.opengl.*" and "size(800,480,OPENGL)" lines, while commenting out the sketchRenderer() method and the orientation() call)
On the desktop, this draws a set of 3d Axes (as seen from somewhere on the intersection of the planes x=y, y=z and x=z) that are centered in the screen while on my android phone (which has a resolution of 800x480) it draws these axes in the upper left hand corner. It would appear that the problem is that camera() doesn't operate the same on the device as it does on the desktop.
Processing for android is great! After reading the wiki, I'm still a bit puzzled as to the correct way to set the renderer. If I use
size(screenWidth, screenHeight, A2D)
the parser tells me that it was unable to parse the size command (and I should not use variables, which thing I have also tried). If I define a method like
String sketchRenderer() {
return "A2D"
}
then running the sketch in the emulator just gives me a popup saying that the the sketch has stopped unexpectedly and I am presented a button that says "Force Quit". The sketch I am running is trivial, but I would like to port a more complex sketch to android and I need 3D (and hence need to set the renderer) for it to work.
I am on linux, using processing-0190 and Android API 7.