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1  Java Game APIs & Engines / JOGL Development / Re: start working with checked out jogl project on: 2008-01-18 12:22:13
I'm not sure what your problem is. The CVS dir contains information about the files and directories contained in the same dir as the CVS dir. Its usefull if you want to retrieve the latest version of the files you have checked out or to compare your version to the one on the CVS.
All sophisticated IDE's will be able to checkout code from a repository(sometimes it will need a plugin), I am personally using IntelliJ Idea, and it works great.

If you just want to retrieve the latest sources without the CVS directories you could just grab the nightly build sources zip. It's located on this page --> https://jogl.dev.java.net/#NIGHTLY.

If really want to checkout the CVS and get a source tree without the CVS dirs, you could just make a script in bash or windows cmd to delete all the CVS dirs recursively.

Jark
2  Java Game APIs & Engines / JOGL Development / Re: start working with checked out jogl project on: 2008-01-18 10:22:27
Hi,

What do you want to do exactly? Do you want to change the JOGL source or do you want to use JOGL to make your own programs who use OpenGL?

You could check if the JOGL Users Guide describes what you want.

Jark
3  Java Game APIs & Engines / JOGL Development / Re: gears demo limps on vista on: 2008-01-11 12:39:51
Hi,

First question: We're running Vista here and JOGL runs fine on it. I did have to update the graphics drivers to the latest version though.

Second question: You can embed a graphics window in a browser using jogl, for a demo see this page --> https://jogl-demos.dev.java.net/applettest.html. And I can confirm it will work on more extreme examples as we are running our software (3d cabinet design software) through an applet.

Third question: Sorry can't help you with that...

Jark

4  Discussions / Miscellaneous Topics / Re: Is there a way to export a Mii image outside my Wii and another one? on: 2007-12-07 12:38:17
I think you can store it on your wiimote, i read something like that in the manual I think.
5  Java Game APIs & Engines / JOGL Development / Re: Using Vertex/Fragment shaders in windows. on: 2007-11-21 08:57:35
Hi Ryang,

Do you have the latest driver for your graphics card installed? It's very important to have the latest graphics driver installed for your graphics card to have the latest opengl version.

And are you using GLJPanel or GLCanvas? Because GLJPanel won't have 3d acceleration unless you specify some parameter to the vm(don't remember it atm, sorry).

Hope this helps.


6  Java Game APIs & Engines / JOGL Development / Re: swings JPopupMenu over GLCanvas not working since java6u2 on: 2007-11-05 13:06:14
Hello,

I've implemented an popupmenu just yesterday and it works fine. (It's an menu that popups on an object so you can rotate it easily)
I'm running Java version: JDK 1.6.0_2-b05.

And I specify: JPopupMenu.setDefaultLightWeightPopupEnabled( false ); because glCanvas is an heavyweight component;

7  Java Game APIs & Engines / JOGL Development / Re: gl.glColor3f() problem on: 2007-10-31 08:03:04
Hi anyegongjue,

Do you have lighting disabled or enabled when specifying the colors? Because if you want lighting, you need to specify the color using glMaterial* calls and use normals. If you don't want lighting yet you can simply call gl.glDisable(GL.GL_LIGHTING); before you draw the floor, text and wall.

Normal OpenGL behavior is that you first use glColor3f, then you draw some vertices, and then repeat the process.

Hope this helps,

Jark
8  Java Game APIs & Engines / JOGL Development / Re: simple procedural texture on: 2007-10-12 12:16:14
Hi,

I couldn't find anything wrong with your code, but you could try adding "drawable.setGL(new DebugGL(drawable.getGL()));" to your init() method. DebugGL will throw a exception if any of your GL. commands are in the wrong place. (I found out this way that there was no GL.GL_EMISSION light parameter Tongue)

And you can find the red book(a well known opengl book) online here: http://www.glprogramming.com/red/.
9  Java Game APIs & Engines / JOGL Development / Re: GLJPanel: What's wrong? on: 2007-10-12 11:18:13
I'm with a question around my mind and maybe some of you could help me: is perfomance the only problem of GLJPanel comparing to GLCanvas? Let's suppose I have a 10,0 GHz processor, 3 GB RAM and a 1 GB RAM graphics card. This would solve the problem?

That's because I guess there is a conflict in Swing beeing THE GUI toolkit in Java but I cannot use (with full performance) an all swing solution in JOGL!

GLJPanel documentation (taken from the javadoc nightly build):
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A lightweight Swing component which provides OpenGL rendering support. Provided for compatibility with Swing user interfaces when adding a heavyweight doesn't work either because of Z-ordering or LayoutManager problems.

The GLJPanel can be made transparent by creating it with a GLCapabilities object with alpha bits specified and calling setOpaque(boolean)(false). Pixels with resulting OpenGL alpha values less than 1.0 will be overlaid on any underlying Swing rendering.

Notes specific to the Reference Implementation: This component attempts to use hardware-accelerated rendering via pbuffers and falls back on to software rendering if problems occur. Note that because this component attempts to use pbuffers for rendering, and because pbuffers can not be resized, somewhat surprising behavior may occur during resize operations; the GLEventListener.init(javax.media.opengl.GLAutoDrawable) method may be called multiple times as the pbuffer is resized to be able to cover the size of the GLJPanel. This behavior is correct, as the textures and display lists for the GLJPanel will have been lost during the resize operation. The application should attempt to make its GLEventListener.init() methods as side-effect-free as possible.


GLCanvas documentation (taken from javadoc nightly build):
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A heavyweight AWT component which provides OpenGL rendering support. This is the primary implementation of GLDrawable; GLJPanel is provided for compatibility with Swing user interfaces when adding a heavyweight doesn't work either because of Z-ordering or LayoutManager problems.


From experience I can say that GLCanvas offers the most performance (at least for me) if you are using pure opengl commands. If you want to mix java2d and opengl you're better off using gljpanel as it can be accelerated(needs a special parameter to the vm and doesn't work on all systems yet, also not on mine sadly). For more information about that read this link: http://weblogs.java.net/blog/campbell/archive/2006/10/easy_2d3d_mixin.html.

Oh yeah and if you don't have a decent opengl driver installed you won't get much performance either, because it'll always use software rendering.
10  Java Game APIs & Engines / JOGL Development / Re: NeHe Lesson 36 + Upside Down Image on: 2007-10-08 06:36:18
I think someone made a post last week about this problem ( there is a search function you know Smiley), here's the link: http://www.java-gaming.org/forums/index.php?topic=17489.0

Jark
11  Java Game APIs & Engines / JOGL Development / Re: Problem on: 2007-10-04 12:26:55
Hi,

The easiest way would be to specify gl.glDisable(GL.GL_LIGHTING);  and color them using glColor3f(float,float,float); You can specify the glColor3f function before each glVertex3f (i'll just assume you're using vertexes to draw the patches).

Jark
12  Java Game APIs & Engines / JOGL Development / Re: Problem with GL_SMOOTH on: 2007-09-28 07:12:15
Hey,

Are you using lights in your code? And are you using materials and/or normals? And if not how are you setting the color?
I tried setting my shademodel to GL_SMOOTH and it works perfectly in my case.

You can read more about opengl and lights here --> http://www.opengl.org/resources/faq/technical/lights.htm
13  Java Game APIs & Engines / JOGL Development / Creating a parallel view with glOrtho on: 2007-09-27 09:00:03
Hello,

I've got a problem:

Currently I do this in the reshape method of GLAutodrawable:

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      /* Setup the projection matrix. */
      gl.glMatrixMode( GL.GL_PROJECTION );
      gl.glLoadIdentity();

      final Camera3D camera = getCamera();

      final double fov    = Math.toDegrees( camera.getAperture() );
      final double aspect = width/height;
      final double near   = _frontClipDistance;
      final double far    = _backClipDistance;
      final double zoom = camera.getZoomFactor();
      final GLU glu = new GLU();
      if ( _projectionPolicy == Projector.PERSPECTIVE )
      {
         glu.gluPerspective( fov , aspect , near , far );
      }
      else{
         gl.glOrtho( -width /2.0,width/2.0,-height/2.0,height/2.0 , near , far);
      }


The only thing I do in the init() method is this:
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      /* Enable depth buffering. */
      gl.glEnable( GL.GL_DEPTH_TEST );
      gl.glDepthFunc( GL.GL_LEQUAL );


The Perspective view is 100% correct, but the Parallel view appears way too small, about 1/4-5th of what it's supposed to be. I know what it's supposed to be because the same model/view is implemented already in java3d and java2d. I've tried a bunch of options, but none seem to work.

Can anyone help me with this?
14  Java Game APIs & Engines / JOGL Development / Re: Dutch speaking people here? on: 2007-09-18 07:04:52
Nope sorry, don't see a thing... the jogl demos work great for me though.
15  Java Game APIs & Engines / JOGL Development / Re: OpenGL pipeline on a linux platform bombs out when enabled. on: 2007-09-17 10:40:11
Hi Chris,

Sorry for the late reply but I haven't had a chance to lookup the driver versions yet.

I've tried passing the extra parameter you asked (using intellij idea) but it gives the same error.

The driver versions are:

cat /var/log/Xorg.0.log | grep Linux
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(II) ATI Proprietary Linux Driver Version Identifier:8.38.6
(II) ATI Proprietary Linux Driver Release Identifier: LGDr8.38g1                          
(II) ATI Proprietary Linux Driver Build Date: Jun 22 2007 13:10:21
(II) ATI Proprietary Linux Driver Build Information: autobuild-rel-r6-8.38.1.1.2.3-driver-lnx-x86-x86_64-351593


cat /proc/drivers/nvidia/version
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NVRM version: NVIDIA UNIX x86 Kernel Module  100.14.11  Wed Jun 13 18:21:22 PDT 2007
GCC version:  gcc version 4.1.2


If you need more information just say so, i'll be happy to help out.
16  Java Game APIs & Engines / JOGL Development / Re: OpenGL pipeline on a linux platform bombs out when enabled. on: 2007-09-14 08:20:24
Sorry to bump this post up, but I want to report my experience with the java.opengl pipeline.

When I enable it in my development environment(intellij idea) with the -D flag it bombs out. When I try the various examples on the web which have the opengl pipeline enabled it only displays part of which what should be displayed. And more importantly it doesnt even throw an exception. Like with the photocube it only shows the 2d text on the foreground and the background but not the photocube(I know what is meant to be displayed since it displays fine on our windows machine).

In our company we run linux(slackware 11.0/12.0), with java 1.6.0.2 and the latest jogl build. In three of our computers we have ati cards and in one we have an nvidia card. I've tried running the java webstart example photocube on all of them. For none of these computers the pipeline works(the nvidia one doesnt even startup, it just shows the loader then closes). Jogl doesnt reside in the jdk directory.

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JOGL/Java2D integration enabled
OpenGL pipeline enabled for default config on screen 0
Starting initialization of J2D FBO share context
Ending initialization of J2D FBO share context
GLCanvas.addNotify()
#
# An unexpected error has been detected by Java Runtime Environment:
#
#  SIGSEGV (0xb) at pc=0xb4a48d00, pid=602, tid=2748619696
#
# Java VM: Java HotSpot(TM) Client VM (1.6.0_02-b05 mixed mode, sharing)
# Problematic frame:
# C  [fglrx_dri.so+0x2d9d00]
#
# An error report file with more information is saved as hs_err_pid602.log
#
# If you would like to submit a bug report, please visit:
#   http://java.sun.com/webapps/bugreport/crash.jsp
#

Process finished with exit code 134


Do you have any idea when this will be fixed?

P.S. I wanted to send the log file with this post, but it said that the upload folder is full. If you still want it I could send it to you through email or other means.
17  Java Game APIs & Engines / JOGL Development / Re: Dutch speaking people here? on: 2007-09-13 13:49:09
I'll start with stating that i'm dutch aswell Smiley

I've tried some of your webstart examples and they don't work for me.

I don't think my setup is the problem as I can run the demos on https://jogl-demos.dev.java.net/ and also various other demos found on the web perfectly.

I'm running Jdk 1.6.0.2 on slackware. Also there are no stacktraces in the java console.
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