In order to create a OUYA emulator, you might need to define a new device "definition" (see the docs for info, resolution etc)
Then there are a couple things to be aware:
1. When creating the avd emulator, you need to make sure to enable the "use of host GPU".
2. There is actually a bug in the android emulator that prevents the use of the following configuration check:
"final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;"
The above line apparently always resolve to false. It drove me nuts earlier tonight. So if you have been using tutorials, make sure not to use the above check or you will never make any progress :). It is not needed for OUYA anyway as you can safely assume that OpenGL ES 2.0 is indeed supported. (Android supports it since 2.2)
Found this info at:
http://www.learnopengles.com/android-emulator-now-supports-native-opengl-es2-0/
I am now successfully running OpenGL ES 2.0 successfully on Android OUYA like emulator on Mac OS X and Windows 8 both with HAXM enabled.
~ Happy New Year! (Japan Time)
Then there are a couple things to be aware:
1. When creating the avd emulator, you need to make sure to enable the "use of host GPU".
2. There is actually a bug in the android emulator that prevents the use of the following configuration check:
"final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;"
The above line apparently always resolve to false. It drove me nuts earlier tonight. So if you have been using tutorials, make sure not to use the above check or you will never make any progress :). It is not needed for OUYA anyway as you can safely assume that OpenGL ES 2.0 is indeed supported. (Android supports it since 2.2)
Found this info at:
http://www.learnopengles.com/android-emulator-now-supports-native-opengl-es2-0/
I am now successfully running OpenGL ES 2.0 successfully on Android OUYA like emulator on Mac OS X and Windows 8 both with HAXM enabled.
~ Happy New Year! (Japan Time)