title: Testing my OpenGL ES 3.2 application without a virtual device?
body: <p>I have an Android application that runs entirely through these two functions:</p>
  
  <pre><code>extern "C"
  {
      JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj,  jint width, jint height);
      JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj);
  };
  
  JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj,  jint width, jint height)
  {
      setupGraphics(width, height);
  }
  
  JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj)
  {
      renderFrame();
  }
  </code></pre>
  
  <p>and it's up to me to implement what <code>setupGraphics</code> and <code>renderFrame</code> do.</p>
  
  <p>My PC gets really slow with Android Studio, as soon as the virtual device is on. I would like, first, to test my application directly as a C++ program, without the need of a target device. This way, I could fix whatever needs to be fixed, and when I think everything works, I can test it again on the target device.</p>
  
  <p>Problem: I don't know how to create a rendering loop in C++ with the OpenGL ES 3.2 library. Is that possible? Or am I doomed to always test my OpenGL ES 3.2 code with a virtual device?</p>