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1  Java Game APIs & Engines / JOGL Development / jogl missing method on windows on: 2010-04-08 11:25:20
does this error ring any bells? getting loads of errors with this missing reference; is it a java method or the C function? I can semi-run jogl though, but very slowly

intel q45/q43 express chipset
windows vista

Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: Method "wglGetPixelFormatAttribivARB" not available
        at com.sun.opengl.impl.windows.wgl.WGLExtImpl.wglGetPixelFormatAttribivA
RB(WGLExtImpl.java:631)
        at com.sun.opengl.impl.windows.wgl.WindowsWGLGraphicsConfiguration.HDC2G
LCapabilities(WindowsWGLGraphicsConfiguration.java:166)
        at com.sun.opengl.impl.windows.wgl.WindowsWGLGraphicsConfiguration.updat
eCapabilitiesByWGL(WindowsWGLGraphicsConfiguration.java:109)
        at com.sun.opengl.impl.windows.wgl.WindowsWGLContext.makeCurrentImpl(Win
dowsWGLContext.java:289)
        at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:120)

        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1
41)
        at javax.media.opengl.awt.GLJPanel$SoftwareBackend.doPaintComponentImpl(
GLJPanel.java:975)
        at javax.media.opengl.awt.GLJPanel$AbstractReadbackBackend.doPaintCompon
ent(GLJPanel.java:890)
        at javax.media.opengl.awt.GLJPanel.paintComponent(GLJPanel.java:305)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintChildren(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintChildren(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintChildren(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JComponent.paintChildren(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at javax.swing.JLayeredPane.paint(Unknown Source)
        at javax.swing.JComponent.paintChildren(Unknown Source)
        at javax.swing.JComponent.paintToOffscreen(Unknown Source)
        at javax.swing.BufferStrategyPaintManager.paint(Unknown Source)
        at javax.swing.RepaintManager.paint(Unknown Source)
        at javax.swing.JComponent.paint(Unknown Source)
        at java.awt.GraphicsCallback$PaintCallback.run(Unknown Source)
        at sun.awt.SunGraphicsCallback.runOneComponent(Unknown Source)
        at sun.awt.SunGraphicsCallback.runComponents(Unknown Source)
        at java.awt.Container.paint(Unknown Source)
        at java.awt.Window.paint(Unknown Source)
        at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
        at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
        at javax.swing.RepaintManager.seqPaintDirtyRegions(Unknown Source)
        at javax.swing.SystemEventQueueUtilities$ComponentWorkRequest.run(Unknow
n Source)
        at java.awt.event.InvocationEvent.dispatch(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)
2  Java Game APIs & Engines / JOGL Development / Re: unable to initialize jawt on: 2010-03-30 15:05:28
yes, tested it. hence I went on to test some other things and yes, CDC was my problem. I think this needs clarification; "what jar-files should be linked and when". where can I read about this?

neither do I know what newt is. google wasn't helpful here?

still, thanks!
3  Java Game APIs & Engines / JOGL Development / Re: unable to initialize jawt on: 2010-03-30 09:31:04
hmm. not quite so easy. I just noticed I confused the webstart demos, only version 1 works.

javaws http://download.java.net/media/jogl/jsr-231-2.x-demos-webstart/Gears.jnlp
net.sourceforge.jnlp.LaunchException: Fatal: Launch Error: Could not launch JNLP file.
   at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:447)
   at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:714)
Caused by: java.lang.reflect.InvocationTargetException
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
   at java.lang.reflect.Method.invoke(Method.java:616)
   at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:439)
   ... 1 more
Caused by: java.lang.UnsatisfiedLinkError: no nativewindow_jvm in java.library.path
   at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1678)
   at java.lang.Runtime.loadLibrary0(Runtime.java:840)
   at java.lang.System.loadLibrary(System.java:1047)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.loadLibraryInternal(NativeLibLoaderBase.java:199)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.access$000(NativeLibLoaderBase.java:50)
   at com.sun.nativewindow.impl.NativeLibLoaderBase$DefaultAction.loadLibrary(NativeLibLoaderBase.java:88)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.loadLibrary(NativeLibLoaderBase.java:126)
   at com.sun.nativewindow.impl.NativeLibLoaderBase$1.run(NativeLibLoaderBase.java:133)
   at java.security.AccessController.doPrivileged(Native Method)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.loadNativeWindow(NativeLibLoaderBase.java:131)
   at com.sun.nativewindow.impl.jvm.JVMUtil.<clinit>(JVMUtil.java:53)
   at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:625)
   at javax.media.opengl.awt.GLCanvas.<clinit>(GLCanvas.java:78)
   at demos.gears.Gears.main(Gears.java:30)
   ... 6 more
Caused by:
java.lang.reflect.InvocationTargetException
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
   at java.lang.reflect.Method.invoke(Method.java:616)
   at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:439)
   at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:714)
Caused by: java.lang.UnsatisfiedLinkError: no nativewindow_jvm in java.library.path
   at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1678)
   at java.lang.Runtime.loadLibrary0(Runtime.java:840)
   at java.lang.System.loadLibrary(System.java:1047)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.loadLibraryInternal(NativeLibLoaderBase.java:199)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.access$000(NativeLibLoaderBase.java:50)
   at com.sun.nativewindow.impl.NativeLibLoaderBase$DefaultAction.loadLibrary(NativeLibLoaderBase.java:88)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.loadLibrary(NativeLibLoaderBase.java:126)
   at com.sun.nativewindow.impl.NativeLibLoaderBase$1.run(NativeLibLoaderBase.java:133)
   at java.security.AccessController.doPrivileged(Native Method)
   at com.sun.nativewindow.impl.NativeLibLoaderBase.loadNativeWindow(NativeLibLoaderBase.java:131)
   at com.sun.nativewindow.impl.jvm.JVMUtil.<clinit>(JVMUtil.java:53)
   at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:625)
   at javax.media.opengl.awt.GLCanvas.<clinit>(GLCanvas.java:78)
   at demos.gears.Gears.main(Gears.java:30)
   ... 6 more


so I tried running the demos without webstart.


java -cp .:/home/tbudev3/javaproj/endrov.git/ev/libs/bin_linux/jogl_inc/gluegen-rt-cdc.jar:/home/tbudev3/javaproj/endrov.git/ev/libs/bin_linux/jogl_inc/gluegen-rt.jar:/home/tbudev3/javaproj/endrov.git/ev/libs/bin_linux/jogl_inc/jogl.all.cdc.jar:/home/tbudev3/javaproj/endrov.git/ev/libs/bin_linux/jogl_inc/jogl.all.jar:/home/tbudev3.........snip.........../newt.x11.cdc.jar:/home/tbudev3/javaproj/endrov.git/ev/libs/bin_linux/jogl_inc/newt.x11.jar -Djava.library.path=libs/bin_linux/jogl_inc/bin_x86 demos.jgears.Gears
Exception in thread "main" java.lang.RuntimeException: Unable to initialize JAWT
   at com.sun.nativewindow.impl.jawt.JAWT$1.run(JAWT.java:100)
   at java.security.AccessController.doPrivileged(Native Method)
   at com.sun.nativewindow.impl.jawt.JAWT.getJAWT(JAWT.java:95)
   at com.sun.nativewindow.impl.jawt.JAWTUtil.lockToolkit(JAWTUtil.java:118)
   at com.sun.nativewindow.impl.x11.awt.X11AWTNativeWindowFactory$1.lock(X11AWTNativeWindowFactory.java:67)
   at com.sun.opengl.impl.x11.glx.awt.X11AWTGLXGraphicsConfigurationFactory.chooseGraphicsConfiguration(X11AWTGLXGraphicsConfigurationFactory.java:91)
   at javax.media.opengl.awt.GLCanvas.chooseGraphicsConfiguration(GLCanvas.java:702)
   at javax.media.opengl.awt.GLCanvas.addNotify(GLCanvas.java:393)
   at java.awt.Container.addNotify(Container.java:2639)
   at java.awt.Window.addNotify(Window.java:668)
   at java.awt.Frame.addNotify(Frame.java:486)
   at java.awt.Window.show(Window.java:859)
   at java.awt.Component.show(Component.java:1464)
   at java.awt.Component.setVisible(Component.java:1416)
   at java.awt.Window.setVisible(Window.java:842)
   at demos.jgears.Gears.main(Gears.java:51)



but here's something interesting:
Gears - doesn't work at all
JGears - shows a still image of the gears but same error

does this give any clues?
4  Java Game APIs & Engines / JOGL Development / unable to initialize jawt on: 2010-03-29 17:48:18
I run into problems with jogl 2:


Exception in thread "main" java.lang.RuntimeException: Unable to initialize JAWT
   at com.sun.nativewindow.impl.jawt.JAWT$1.run(JAWT.java:100)
   at java.security.AccessController.doPrivileged(Native Method)
   at com.sun.nativewindow.impl.jawt.JAWT.getJAWT(JAWT.java:95)
   at com.sun.nativewindow.impl.jawt.JAWTUtil.lockToolkit(JAWTUtil.java:118)
   at com.sun.nativewindow.impl.x11.awt.X11AWTNativeWindowFactory$1.lock(X11AWTNativeWindowFactory.java:67)
   at com.sun.opengl.impl.x11.glx.awt.X11AWTGLXGraphicsConfigurationFactory.chooseGraphicsConfiguration(X11AWTGLXGraphicsConfigurationFactory.java:91)
   at javax.media.opengl.awt.GLCanvas.chooseGraphicsConfiguration(GLCanvas.java:702)
   at javax.media.opengl.awt.GLCanvas.addNotify(GLCanvas.java:393)
   at java.awt.Container.addNotify(Container.java:2639)
   at javax.swing.JComponent.addNotify(JComponent.java:4687)
   at java.awt.Container.addNotify(Container.java:2639)
   at javax.swing.JComponent.addNotify(JComponent.java:4687)
   at java.awt.Container.addNotify(Container.java:2639)
   at javax.swing.JComponent.addNotify(JComponent.java:4687)
   at javax.swing.JRootPane.addNotify(JRootPane.java:750)
   at java.awt.Container.addNotify(Container.java:2639)
   at java.awt.Window.addNotify(Window.java:668)
   at java.awt.Frame.addNotify(Frame.java:486)
   at java.awt.Window.show(Window.java:859)
   at java.awt.Component.show(Component.java:1464)
   at java.awt.Component.setVisible(Component.java:1416)
   at java.awt.Window.setVisible(Window.java:842)
   at endrov.modelWindow.TestJOGL.main(TestJOGL.java:63)



==================

and this from the easiest test ever:
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public static void main(String[] args)
      {
     
      ///create a profile, in this case OpenGL 3.1 or later
     GLProfile profile = GLProfile.get(GLProfile.GL3);
      //configure context
     
      GLCapabilities capabilities = new GLCapabilities(profile);
      capabilities.setNumSamples(2); // enable anti aliasing - just as a example
     capabilities.setSampleBuffers(true);
     
      //initialize a GLDrawable of your choice
     GLCanvas canvas = new GLCanvas(capabilities);
       
      //register GLEventListener
     canvas.addGLEventListener(new GLEventListener()
         {
           
            public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3,
                  int arg4)
               {
               }
           
            public void init(GLAutoDrawable arg0)
               {
               }
           
            public void dispose(GLAutoDrawable arg0)
               {
               }
           
            public void display(GLAutoDrawable drawable)
               {
               GL3 gl = drawable.getGL().getGL3();
               gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
               }
         });
      //... (start rendering thread -> start rendering...)
     
     
      JFrame frame=new JFrame();
      frame.add(canvas);
      frame.setSize(200, 100);

      frame.add(canvas);
      frame.setVisible(true);
     
     
     
     
     
      }


but! the webstart demos work. any ideas?
ubuntu 9.10 x86



5  Java Game APIs & Engines / JOGL Development / Re: jogl 1 vs 2 semi-bug on: 2010-03-29 15:00:34
Well, the .1 wasn't added automatically in that case. Rather the one who packaged OpenAL downstream modified the code. Since this would have to be done for each package system (redhat, ubuntu, gentoo, you name it) and each program using jogl, it would save a lot of collective effort if it was done once and for all, and no patches would have to be maintained (or fewer). As a bonus side-effect, people wouldn't come up with multiple solutions; this helps those who take one package and tries to hack it to work on another distribution.

Some packager tools would also benefit e.g. those that try to detect libraries; they can't easily detect major versions at the moment.
6  Java Game APIs & Engines / JOGL Development / jogl 1 vs 2 semi-bug on: 2010-03-26 12:41:08
it must be possible to have jogl1 & jogl2 installed at the same time.

e.g debian places all .so-files in the same directory. different programs will need different versions. you would simplify it greatly for us if everything was named libjogl2_*. likewise there would be no complaints if you did the same for the jar-files.

just ran into a hard to track down bug related to this, it found the jogl1-so's instead of jogl2 :/

thanks
7  Java Game APIs & Engines / JInput / version numbering on: 2009-05-13 19:20:05
Hello,
I have made a debian package for jinput but wonder if it's about time to use proper version numbers? this makes it easier to keep track of dependencies. in particular, when breaking changes are introduced and which releases are just bug fixes. a normal 3-number version scheme is on my wishlist!

also: jinput-wintab.dll  is it shared for 32 and 64bit or just used by a particular platform?
8  Java Game APIs & Engines / JInput / Re: 64 bit support? on: 2009-05-13 18:59:15
any improvement on this yet? I need a 64bit version too but I don't have access to such a machine.
9  Java Game APIs & Engines / JInput / devs: linux and jinput on: 2008-06-09 16:26:58
I've been looking at the linux driver and I wonder if there is any reason libjsw
http://www.battlefieldlinux.com/wolfpack/libjsw/
is not used? At the very least, the config file could be shared. it would remove the need to handle the dead zone in the user and libjsw comes with a good compensation algorithm that could just be ripped off.

would it be accepted into the source if I wrote a new port/plugin either with libjsw or with compatible code?
10  Java Game APIs & Engines / JInput / logitech dual action bug on: 2008-06-05 17:37:12
I have a bug on linux, but not on mac, with logitech dual action. everything works except the cross ie "pov". the library prints this:

Unknown values x = 0.0 | y = -3.051851E-5

which makes sense, it is binary and there is just a big division here. this is the "latest distribution" obtained a few days ago. is this known? Clearly, the bug is in jinput and not the OS nor my application.
11  Java Game APIs & Engines / JOGL Development / linux PPC port on: 2008-05-18 19:14:24
Hello,
I managed to get jogl running on G4 mac running linux, and I think it should apply to G5 as well. would it be of interest to the community and in that case, how would I submit it?

the changes are mainly adding a few new targets to ANT, adding another entry to the cpu int size detection code and kick the paths a bit. I got it working with the IBM java implementation. I would have to clean up a bit to make compulation robust but it runs very fine.
12  Java Game APIs & Engines / JOGL Development / 3d texture question & improvements on: 2008-05-18 19:11:37
Hello,
I'm working on a new voxel renderer using 3d texturing (for the curious: www.endrov.net). now, it's quite a bit of texture data so:

* has anyone written a texturerenderer equivalent for 3d? I'm very pleased with the 2d performance (gained 4x over a normal texture upload)
* is it possible to upload the texture asynchronously with the JOGL binding and if so, anyone got some code lying around to get it right? it seems FBOs might(?) be able to pull something like this off but how does it mix with threads in java?
* has anyone benchmarked what is the optimal size of the 3d texture? I can split it up everything into smaller cubes if it helps. I thought of doing this anyway for progressive loading.

thanks
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