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1  Java Game APIs & Engines / JOGL Development / [SOLVED] launching jar works, executing from cmd doesn't on: 2008-05-26 13:38:53
And that is the answer i was looking for.
Thank you very much Mathias! Smiley
2  Java Game APIs & Engines / JOGL Development / Re: launching jar works, executing from cmd doesn't on: 2008-05-26 10:16:37
yes, I'm sure. it caused me a lot of problems before, so i don't do it anymore Smiley
in general: i would like to create a distributable app, that can be downloaded as a jar, and launched as a standalone app on clients' machines.
so, test environment in this case would be a standard PC, windows box for example, with jre installed, and nothing else.

furthermore, when i run my app from command line on a different machine, i get following exception:
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Exception in thread "main" java.lang.UnsatisfiedLinkError: no jogl in java.library.path
        at java.lang.ClassLoader.loadLibrary(Unknown Source)
        at java.lang.Runtime.loadLibrary0(Unknown Source)
        at java.lang.System.loadLibrary(Unknown Source)
        at com.sun.opengl.impl.NativeLibLoader.loadLibraryInternal(NativeLibLoader.java:189)
        at com.sun.opengl.impl.NativeLibLoader.access$000(NativeLibLoader.java:49)
        at com.sun.opengl.impl.NativeLibLoader$DefaultAction.loadLibrary(NativeLibLoader.java:80)
        at com.sun.opengl.impl.NativeLibLoader.loadLibrary(NativeLibLoader.java:103)
        at com.sun.opengl.impl.NativeLibLoader.access$200(NativeLibLoader.java:49)
        at com.sun.opengl.impl.NativeLibLoader$1.run(NativeLibLoader.java:111)
        at java.security.AccessController.doPrivileged(Native Method)
        at com.sun.opengl.impl.NativeLibLoader.loadCore(NativeLibLoader.java:109)
        at com.sun.opengl.impl.windows.WindowsGLDrawableFactory.<clinit>(WindowsGLDrawableFactory.java:60)
        at java.lang.Class.forName0(Native Method)
        at java.lang.Class.forName(Unknown Source)
        at javax.media.opengl.GLDrawableFactory.getFactory(GLDrawableFactory.java:106)
        at javax.media.opengl.GLCanvas.chooseGraphicsConfiguration(GLCanvas.java:520)
        at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:131)
        at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:90)
        at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:83)
        at org.barret.mainFrame.initComponents(mainFrame.java:72)
        at org.barret.mainFrame.<init>(mainFrame.java:41)
        at org.barret.main.main(main.java:19)


and when i run it by double clicking jar file - it runs fine.
i think there might be something wrong with classpath or path settings - different settings when running from cmd, and different when running by launch.

what am i doing wrong?
3  Java Game APIs & Engines / JOGL Development / launching jar works, executing from cmd doesn't on: 2008-05-25 20:31:33
hello

i've encountered strange problem:
i've built my app, and when i run dist version for my platform (i586) by double clicking the jar file, it works fine.
but when i run the same app by entering java -jar "path\to\jar\my_jar.jar" it runs with errors:
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Exception in thread "AWT-EventQueue-0" java.lang.RuntimeException: java.lang.Ill
egalArgumentException: argument type mismatch
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.newPlatformInfo(JAWT_Draw
ingSurfaceInfo.java:86)
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.platformInfo(JAWT_Drawing
SurfaceInfo.java:52)
        at com.sun.opengl.impl.windows.WindowsOnscreenGLDrawable.lockSurface(Win
dowsOnscreenGLDrawable.java:189)
        at com.sun.opengl.impl.windows.WindowsOnscreenGLContext.makeCurrentImpl(
WindowsOnscreenGLContext.java:57)
        at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)

        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1
82)
        at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.
java:412)
        at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
        at javax.media.opengl.GLCanvas.paint(GLCanvas.java:277)
        at sun.awt.RepaintArea.paintComponent(Unknown Source)
        at sun.awt.RepaintArea.paint(Unknown Source)
        at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
        at java.awt.Component.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: argument type mismatch
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.newPlatformInfo(JAWT_Draw
ingSurfaceInfo.java:83)
        ... 20 more


what am i doing wrong? why in one case it works, and in other doesn't? all dlls are in place...
4  Java Game APIs & Engines / JOGL Development / [FIXED] integrated disaster on: 2008-05-12 06:38:47
well, it seems that polygon, line or point smooth is crippled on some of the test machines (geforce4 mx integrated or RAGE 128 PRO II), and causes bizarre effects.
looks like Ru5tyNZ was right:
Quote
Sounds like your graphics card is probably causing the issues. Maybe to old? to slow?

disabling smooth and hints (GL_NICEST) helped. now application runs like a charm Smiley

FYI: this is how it looks:
smoothing enabled - errors:
<a href="http://picasaweb.google.com/barret8/Inne/photo#5196812946104412082"><img src="http://lh6.ggpht.com/barret8/SB7J1zC0Z7I/AAAAAAAAGso/0SYGEeioOd4/s400/jogl_errors.jpg" /></a>

smoothing disabled - no errors:
<a href="http://picasaweb.google.com/barret8/Inne/photo#5197344439717357538"><img src="http://lh4.ggpht.com/barret8/SCCtOzC0Z-I/AAAAAAAAGtU/Y3POJ2_XXa4/s400/heart_good.jpg" /></a>

greets
5  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-09 11:55:31
okay, it seems that the cause of problem was in some smoothing (point, line, or polygon) or in some hints related with them.
when i completely turned off all quality hints (GL_NICEST) and all smoothing application works with normal speed = fluently.
further tests in progress...
6  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-07 06:31:43
yeah, i tried TraceGL, and it shows all issued openGL commands nicely. but that's all, no errors reported (on radeon9000/dell d600 laptop).
btw: i tried to cause error by putting glVertex outside glBegin/glEnd, but it does not result in error, because:
Quote
Invoking glVertex outside of a glBegin/glEnd pair results in undefined behavior.

Wink
7  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-06 17:33:24
nothing there... even when i put glvertex outside glbegin/glend.
8  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-06 14:44:12
Quote
Try the debug pipeline (there's a short explanation in the JOGL's Users Guide)
indeed, that explanation IS very short. how should i use gldebug? how to read errors? should i use try/catch and catch GLException?
9  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-05 08:56:40
thaks Smiley indeed, looks like debugGL might help.

one thing still bothers me: why on one machine opengl output looks very different than on other machine (->spikes)? it should look (almost) the same, right?
anyway, i'll check that later on today.

one more thought: maybe i should check availability of all opengl extensions and/or opengl version before running my app?

edit:
one more test: hardware as above - geforce4 mx integrated, but official driver installed - NVidia 93.71 - same results - spikes.
10  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-05 07:47:46
thanks for your replies.

my operating system is:
laptop:   (fast/radeon9000 32 MB) windows 2003 server (standard drivers from dell)
desktop:   (slow/geforce4 mx integrated) windows XP (omega drivers)
second desktop: (slow/RAGE 128 PRO II, (AGP 4X/PCI)) windows XP (standard drivers)
11  Java Game APIs & Engines / JOGL Development / integrated disaster on: 2008-05-05 07:05:43
hello

i've written simple app in java using jogl.
on my relatively old laptop (pentium m 1.5, radeon 9000, 1g ram) it runs smooth.
but on a desktop with geforce4 mx integrated GPU it runs terribly, and there are errors in displayed graphics (strange spikes).
the fps i get on this hardware is... well, terrible. for example: refresh after window expose takes about 10 seconds. not 1/10 of a second, 10 loooong seconds.
and the same goes for normal drawing (display) or reshape.

maybe i'm doing something wrong?

my app is availble for testing at http://barret8.webs.com/heart3d.htm (JNLP).
12  Java Game APIs & Engines / JOGL Development / Re: point smooth on: 2008-04-07 18:39:05
of course i am NOT using immediate mode Cheesy
currently i'm using DL but planning to switch to VBO.

Quote
If you 650k vertices, points probably aren't the best way to visualize it since it will get awfully crowded on screen.
that's true. especially, when point size increases, there is more blending to do (while blending is enabled) and that slows down rendering significantly.

one more thing comes to my mind: in 3dMark 2001 SE there's one test that draws Stanford bunny and i think that point sprites are used for that. how is it possible to draw solid objects with point sprites? point sprites are just textured quads, aren't they?
13  Java Game APIs & Engines / JOGL Development / Re: point smooth on: 2008-04-03 08:22:22
that's right, it affect only points. that's OK, but what should i do, when i need fully opaque big sized, round points, i mean with transparency set to 0...
now, even if i set glcolor4f(... , ... , ... , 1.0f) the points rendered are blended with other overlapping points, and with the background.

so, the thing is: i need points to draw as a nice big circles, with a color like with blending disabled.
maybe this is not possible at all? i know this sounds tricky Wink

in general, i need some method to draw a large geometry data set, around 650k vertices, and drawing this as points seems to be one of the fastest methods. or maybe you have some other ideas? point sprites? or maybe some other geometry, not points?

suggestions are welcome Smiley
14  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-04-03 00:29:44

unfortunately, now i'm having other problem, probably related with java web start and NetBeans:
when i compile and run my project with default config, then it runs ok,
but when i enable java web start in project properties, and try to build and run, then the project cannot run, and ends with an error:

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java.lang.reflect.InvocationTargetException
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.sun.javaws.Launcher.executeApplication(Launcher.java:1272)
    at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1218)
    at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1065)
    at com.sun.javaws.Launcher.run(Launcher.java:105)
    at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.NoClassDefFoundError: javax/media/opengl/GLCanvas


so, again, it may be lib related thing.
i have cleaned my system from all jogl.* and gluegen* files, so it's (probably) not version mismatch problem.

btw: is path and classpath environment variables so important when deploying app via Java Web Start?
15  Java Game APIs & Engines / JOGL Development / point smooth on: 2008-04-02 21:02:44
how to enable glpoint smooth without enabling glblend or any transparency at all? is it possible?
i mean, i need nice, round points, but not transparent. when i disable blending points become awfully square...
16  Java Game APIs & Engines / JOGL Development / [FIXED] GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-04-02 15:53:49
finally, my problem is SOLVED Smiley (thanks to cylab). it turned out that my netbeans project was still referring to some old jogl.dll file.
17  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-04-01 18:38:30
i've tested one thing now: moved some code from my app into jogl simple app (glcanvas) and it worked.
so, glcanvas is working. good.

Quote
if you say it doesn't work are you talking about the "java.lang.IllegalArgumentException: argument type mismatch"?
yes.

Quote
But if you have enough bandwidth just reinstall everything if you want
yeah, i did that several times. i mean not java and netbeans, but openglpack, and jogl. no luck.

Quote
-if you have placed jar files in the ext folder of the jre/jdk they will be still there after uninstall
i haven't.

Quote
-the .netbeans folder wont be removed automatically
hmmm... and what if i removed it manually? Cheesy

edit:
ok, i've checked it: deleted whole .netbeans directory, and then tried to run my project again.
no luck, still "java.lang.IllegalArgumentException: argument type mismatch"...
18  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-04-01 17:56:02
thanks for your support.
but still nothing, i've tried both.

i'm really confused... maybe i'll just uninstall netbeans, java and everything, and then install from scratch?

BUT
when i create new project -> simple jogl application (wchich contains GLCanvas) IT WORKS.
19  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-04-01 17:00:12
i have extracted jars and dlls into folder, and added it to classpath and path environment variable (windows),
but that didn't change anything. i have used jogl-1.1.1-rc8-windows-i586.zip.
how should those variables be set?
20  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-04-01 06:47:27
Quote
you have always the option to download the ziped modules and install them directly with the plugin manager if you experience proxy problems.
yes, i've done it already. the thing is, i think it's not proxy related at all. anyway, i've also tried to install through downloading full zipped modules.

Quote
What happened if you used the GLCanvas?
i already had canvas in my frame, so it had proper size (indeed, in the beginning it was resized to 1x1... confusing). so, resizing works for me too.

Quote
I have tested the pack on ubuntu and winxp i586/amd64 and it worked fine for me.
yes, in general, it works. but there are some exceptions. anyway, i managed to install it. that's not the main problem.

Quote
The only thing I can imagine is that you still have native libs somewhere in the JRE/JDKs library path
before installing opengl pack, i have uninstalled it, and removed all occurences of jogl.jar, jogl.dll, gluegen-rt.jar, gluegen-rt.dll, and anything else what had jogl in the name.
so, i think my system was relatively clean.

so still, GLJPanel works, and GLCanvas doesn't.

that's fine, i can switch to GLJPanel, but why GLCanvas stopped working suddenly?
(maybe i should test it with some older version of JOGL/openglpack? maybe i should remove netbeans, and everything, and try again with clean install?)
21  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-03-31 13:14:07
not yet, i have tried a lot of things, but with no luck.
i've noticed few things:
when i import NBOGLpack update center into netbeans, and then install ONE of the plugins, and then (after IDE restart) try to install some other plugin from opengl branch it says: proxy error... i have completely no idea why.
BUT
when i install all of plugins from opengl branch (clean install) then it's OK

also,
GLJPanel works.
GLCanvas doesn't.

so i think there's something wrong with openglpack itself, openglpack-to-netbeans bindings, libs, or just the installer.
22  Java Game APIs & Engines / JOGL Development / Re: Cannot run NetBeans OpenGL pack on: 2008-03-31 12:50:29
are you using netbeans opengl pack from https://netbeans-opengl-pack.dev.java.net/?
maybe you should clean your system from old versions of jogl: remove all jogl related files; jars and dlls, gluegen, and others, and then try to install openglpack again.

you can also look at http://www.java-gaming.org/forums/index.php?topic=18397.0
23  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-03-28 16:27:53
i have radeon 9000 on my laptop (Dell D600). problem is, everything was going good, my app was working properly, when suddenly this problem arised.

it all began, when i tried to update jogl libs through opengl pack installer (update center) in netbeans (as far as i remember, i'm not sure now).

so, i assume that this is lib-related problem.

furthermore, when i removed jogl from netbeans, and tried to install it again, it didn't install (because of errors).
strange.
24  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-03-28 11:27:00
Quote
should work, if you also copy the natives
thanks for the tip Smiley it turned out that there were no native libs in the lib directory of my project (i don't know why, only jars were there).
i have put the dlls in the lib dir, and now my app runs (with the -jar option which you specified, thanks) with -Djava.library.path=./lib option.

so now we can get back to the real problem:
my app runs now, but with errors, like this:
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javax.media.opengl.GLException: Error making context current


i think that my problem might be thread\context related.
i don't have any thread control code inside my app.
25  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-03-27 08:04:40
okay... thanks, i'll try that later today.
and what about deploying app on other machines?

i've copied all contents of dist dir (myApp.jar + lib dir containing all needed jars) into target machine, but it just doesn't run at all.
when i run in console  i get java.lang.NoClassDefFoundError, so obviously, i'm doing something wrong. [but this is offtopic]
26  Java Game APIs & Engines / JOGL Development / Re: OpenGL and Swing on: 2008-03-26 20:46:36
is using GLJPanel really good idea? i'm confused, because, i've read in this thread:
http://www.java-gaming.org/forums/index.php?topic=16452.0
that
Quote
Conclusion:
- I guess, I will stick with the GLCanvas after taking a deeper look at the GLCanvas on my laptop. It seems to be the most "compatible" for me, especially as I have no option to rely on nVIDIA/ATI graphics cards on every computer

- I agree with your decision to stick with the GLCanvas.

so, which one is really better?
27  Java Game APIs & Engines / JOGL Development / Re: GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-03-26 20:34:03
thanks for your quick replies.
anyway, yes, i'm using clean build, but with no luck.
and about mismatched jogl.dll and jogl.jar... well, i have replaced all occurences of those files in my system with new ones from jogl-1.1.1-rc8-windows-i586.zip file, but still nothing.

GLJPanel works, GLCanvas doesn't.

full output:
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Exception in thread "AWT-EventQueue-0" java.lang.RuntimeException: java.lang.IllegalArgumentException: argument type mismatch
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.newPlatformInfo(JAWT_DrawingSurfaceInfo.java:86)
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.platformInfo(JAWT_DrawingSurfaceInfo.java:52)
        at com.sun.opengl.impl.windows.WindowsOnscreenGLDrawable.lockSurface(WindowsOnscreenGLDrawable.java:189)
        at com.sun.opengl.impl.windows.WindowsOnscreenGLContext.makeCurrentImpl(WindowsOnscreenGLContext.java:57)
        at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)
        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
        at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:412)
        at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
        at javax.media.opengl.GLCanvas.paint(GLCanvas.java:277)
        at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248)
        at sun.awt.RepaintArea.paint(RepaintArea.java:224)
        at sun.awt.windows.WComponentPeer.handleEvent(WComponentPeer.java:301)
        at java.awt.Component.dispatchEventImpl(Component.java:4489)
        at java.awt.Component.dispatchEvent(Component.java:4243)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
        at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)
Caused by: java.lang.IllegalArgumentException: argument type mismatch
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
        at java.lang.reflect.Method.invoke(Method.java:597)
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.newPlatformInfo(JAWT_DrawingSurfaceInfo.java:83)
        ... 20 more

btw: what is the best way to keep clean with those jogl files, to avoid future conflicts, and version problems?
i was using openglpack for netbeans for automatic installation, but something went wrong, and it doesn't work anymore... well, maybe it works, but with the above problems.
28  Java Game APIs & Engines / JOGL Development / GLCanvas not working anymore, GLJPanel works fine... why? on: 2008-03-26 19:40:09
hello, i've been developing my simple JOGL app for some time now, and all of a sudden it just stopped working properly.
i've been using GLCanvas for drawing, but suddenly my app began to raise exceptions while run, like this:

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Exception in thread "AWT-EventQueue-0" java.lang.RuntimeException: java.lang.IllegalArgumentException: argument type mismatch... [and a lot more]


i am not using any multithreading things, its just a simple JOGL+Swing app. after making some minor modifications to my code, and after some update (in netbeans, i think it was the openglpack update) my app broke down.

i tried a lot of things, and have no idea what is the root of this problem.

i've just tested my app with GLJPanel instead of GLCanvas, and it works just fine.

any ideas?
29  Java Game APIs & Engines / Tools Discussion / blank lines in netbeans output on: 2008-02-09 13:51:41
hello, i have a strange problem:
when i run my jogl app from netbeans, blank lines appear in the output window,  but i don't output any text from my app.
there are no errors, app runs fine, but it's quite strange...
here's the output:
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init:
deps-jar:
compile:
run:






















BUILD SUCCESSFUL (total time: 7 seconds)

any ideas?
30  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-01-16 12:11:39
maybe the spikes you're talking about are some broken or incorrectly imported normals?
what 3ds models do you use? are you exporting them from 3ds max? what version?
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Longarmx (39 views)
2014-10-17 03:59:02

Norakomi (30 views)
2014-10-16 15:22:06

Norakomi (24 views)
2014-10-16 15:20:20

lcass (28 views)
2014-10-15 16:18:58

TehJavaDev (57 views)
2014-10-14 00:39:48

TehJavaDev (58 views)
2014-10-14 00:35:47

TehJavaDev (48 views)
2014-10-14 00:32:37

BurntPizza (64 views)
2014-10-11 23:24:42

BurntPizza (36 views)
2014-10-11 23:10:45

BurntPizza (78 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
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