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1  Java Game APIs & Engines / JOGL Development / Re: shrink jogl.jar on: 2007-08-17 15:52:08
the price I pay are crashing VM's.... :-(
When will this new plugin be available?
2  Java Game APIs & Engines / JOGL Development / Re: shrink jogl.jar on: 2007-08-08 11:35:39
ok, posted a new issue:

https://applet-launcher.dev.java.net/issues/show_bug.cgi?id=1
3  Java Game APIs & Engines / JOGL Development / Re: shrink jogl.jar on: 2007-08-06 20:16:42
Hi,

indeed, using the pack200 with the jnlp applet launcher speeds up thingss! But there's
an issue with the noddraw.check!! I set it to true and silent but I always get the popup, and
after confirming with "yes" I also get an error message "unable to open propertie files".
All this happens also with the gears sample on the jogl home page. Any workarounds for that?

Regards,

  Toni

P.S.: I succeeded to compile jogl on another machine and stripped away some methods
without loosing much weight :-(
4  Java Game APIs & Engines / JOGL Development / Re: shrink jogl.jar on: 2007-08-03 00:43:38
Anyway... I tried to build jogl with ant but I get lots of errors, I
just paste the first two here:


generate.c.grammar.glib:
    [javac] Compiling 12 source files to C:\Documents and Settings\bleile\Desktop\gluegen\build\classes
    [javac] C:\Documents and Settings\bleile\Desktop\gluegen\build\gensrc\java\com\sun\gluegen\cgram\GnuCEmitter.java:272: cannot find symbol
    [javac] symbol  : method getNextSibling()
    [javac] location: class com.sun.gluegen.cgram.TNode
    [javac]     if ( t.getNextSibling() != null ) {
    [javac]           ^
    [javac] C:\Documents and Settings\bleile\Desktop\gluegen\build\gensrc\java\com\sun\gluegen\cgram\GnuCEmitter.java:286: cannot find symbol
    [javac] symbol  : method printTree(antlr.collections.AST)
    [javac] location: class com.sun.gluegen.cgram.TNode
    [javac]                 TNode.printTree( ex.node );


I'm using jdk 1.6.0 latest source tarball. Unfortunately I have no clue what's
wrong, so any help is appreciated!

Cheers,

  Toni
5  Java Game APIs & Engines / JOGL Development / Re: shrink jogl.jar on: 2007-08-02 23:51:41
Mh... good suggestion.
 I just tried to compile jogl from scratch in eclipse but I just
fail to build the whole thing. I impot the project as ant project
but I get unresoved imports to

import com.sun.opengl.impl.*;
import com.sun.gluegen.runtime.*;

Before I dig into this too deeply, is it possible to
compile jogkl in eclipse in the first place?

Regards,

  Toni
6  Java Game APIs & Engines / JOGL Development / shrink jogl.jar on: 2007-08-02 18:46:53
Hi,

I'd like to shrink my jogl.jar with something like proguard or JShrink.
The jogl.jar is quite big, it weights 1mb which is not nice for a
web applet. Has anybody ever successfully shrinked the jogl.jar?
Is it worth it?

Regards,

  Toni
7  Games Center / 4K Game Competition - 2006 / shrink jogl.jar on: 2007-08-02 17:44:23
Hi,

I'd like to shrink my jogl.jar with something like proguard or JShrink.
The jogl.jar is quite big, it weights 1mb which is not nice for a
web applet. Has anybody ever successfully shrinked the jogl.jar?
Is it worth it?

Regards,

  Toni
8  Java Game APIs & Engines / JOGL Development / Re: JOGL in applet on: 2007-06-19 12:27:29
long time without news about this but we have finish the windows version of runtime loading of jogl dll (meaning that the user have the choice or not to enable hardware acceleration at runtime)

http://dzzd.net/demo/QUAKE/ just click the applet move/run than use H or S keys to switch from software/hardware mode, it use jogl for hardware rendering.

We have not works on the hardware implementation for a long time but there are a lot of improvment in the soft engine (wich is not online for now... ) wich are for now unavailable in hardware mode, anyways there will be a new demo and beta version soon donwloadable. I hope you will love it ;-)

I will try to get some time to polish and post  to the jogl community the part of the code that made runtime loading, this way user will be less afraid as the applet will have already start.

Bruno

Hi Bruno,

the demo is absolutely mindblowing! I have tested it on two machines, on one the sw and hw mode made no
difference (a latest generation PC), on my older PC, in sw mode the texturing seemed to be GL_NEAREST
while in hw it was perhaps GL_MIPMAP (much nicer at least). So perhaps you added some autodetect
 for the performance? Very cool! I'd love to test this version ASAP!  Good man!

  Toni
9  Java Game APIs & Engines / JOGL Development / Re: JOGL in applet on: 2007-06-14 09:39:42
We have been considering not presenting the security dialog for Sun-signed binaries, as these are basically implicitly trusted. I have some reservations about this, as it should probably be the user's choice, but this would simplify deployment (even though in general you should only see the security dialog one time). What do you think?


Hi,

that could be a solution. It's not clean&nice but..... Yes, I know you have to confirm only
once the dialog box, but that's enough to scare away users. Users not knowing what a
"certificate" is, just don't understand what's going on, they perceive it as something
"negative" and are scared by the site. When they navigate the web, they don't want to
confirm anything. This pop-up must be eliminated somehow. Considering that there's
no standard yet for 3d applications on the web, sun is missing a great opportunity
here (they already failed with the JMF, do they learn from errors?). Perhaps including
JOGL into the JRE as suggested by "cylab" could be a good solution. OpenGL is cross
platform and a modern graphics API, you just can do everything you could imagine of in 3d,
in an APPLET !!! And more: we recentrly included the mp4 player from http://mediaframe.org/
into an applet, that stuff just rocks, listen: you can map a video stream as texture onto
arbitrary 3d objects! The page mediaframe.org is pretty much dead, but there are more
recent versions from airlock. They are worting on RTP streaming of mpeg4 files...
Just imagine youtube done with all this stuff. It would be a 100 times better and the world
would be a better place (flash is closed source and steered by "evil" companies like Adobe,
their new video codec o2 is a secret... :-) So, sun: WAKE UP, take the opportunity,
don't let us down with flash! Hopefully somwbody hears me....

Regards,

  Toni



10  Java Game APIs & Engines / JOGL Development / Re: JOGL in applet on: 2007-06-13 16:13:16
Is there any indication this could happen?
11  Java Game APIs & Engines / JOGL Development / JOGL in applet on: 2007-06-13 11:47:59
Hi,

one of the biggest disadvantages of JAVA+3d in web environments
(applets..) is the necessety to let the user authorize the use of the native
libraries (user has to click at least once "ok"). This and the load time
are the main problems with java compared to flash. Although flash's 3d
capabilities and quality are very poor, people like google prefer using flash
instead of java just for those reasons I believe (have you seen google's
street level, that could be 100 times nicer using java+jogl!). So are there
any chances that these issues will be resolved/addressed differntly in the future
(java's strict security policy could be revisited especially for JNI stuff...)?
I'm just afraid tha flash will take over the whole web, which is quite a pain....

What do you think?

Regards,

  Toni
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