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1  Java Game APIs & Engines / JOGL Development / Re: JOGL texture flickering on: 2011-02-28 14:04:25
Thanks, lhkbob!  It was aliasing within the image.  Changing the tex params to GL_LINEAR solved the problem.
2  Java Game APIs & Engines / JOGL Development / JOGL texture flickering on: 2011-02-25 18:23:40
I am playing around with the JOGL double-buffering example at http://www.java-tips.org/other-api-tips/jogl/how-to-implement-a-simple-double-buffered-animation-with-mouse-e.html, and modified it to draw a rotating square moving across the page.

This worked, but when I tried to bind a texture to it, the image flickers as it goes across the screen.  I have tried also setting the swap interval to use vsync, but there was no improvement.

What could cause the flickering, and what can I do to get rid of it?

Here is where I altered the code from Kiet Le's original example:
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Texture elf;
float x = -100f;
public void init(GLAutoDrawable drawable) {
      GL gl = drawable.getGL();
      gl.setSwapInterval(1);
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
      gl.getGL2().glShadeModel(GLLightingFunc.GL_FLAT);
      gl.glEnable(GL.GL_BLEND);
      try {
         // load a 64x64 image
         elf = loadImage("jogl/ch8/0_2.png");
      } catch (Exception ex) {
         ex.printStackTrace();
      }
   }
public void display(GLAutoDrawable drawable) {
      GL gl = drawable.getGL();
      gl.glClear(GL.GL_COLOR_BUFFER_BIT);
      elf.enable();
      elf.setTexParameteri(GL.GL_TEXTURE_WRAP_S,
            GL2.GL_CLAMP);
      elf.setTexParameteri(GL.GL_TEXTURE_WRAP_T,
            GL2.GL_CLAMP);
      elf.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER,
            GL.GL_NEAREST);
      elf.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER,
            GL.GL_NEAREST);
      elf.bind();
      gl.getGL2().glPushMatrix();
      gl.getGL2().glTranslatef(x, -50, 0f);
      gl.getGL2().glRotatef(spin, 0.0f, 0.0f, 1.0f);
      gl.getGL2().glColor3f(1.0f, 1.0f, 1.0f);
      gl.getGL2().glBegin(GL2.GL_QUADS);
      gl.getGL2().glTexCoord2f(0, 1);
      gl.getGL2().glVertex2f(0, 0);
      gl.getGL2().glTexCoord2f(1, 1);
      gl.getGL2().glVertex2f(25, 0);
      gl.getGL2().glTexCoord2f(1, 0);
      gl.getGL2().glVertex2f(25, 25);
      gl.getGL2().glTexCoord2f(0, 0);
      gl.getGL2().glVertex2f(0, 25);
      gl.getGL2().glEnd();
      elf.disable();
      //gl.getGL2().glRectf(x, -50f, x + 25f, -25f);
      gl.getGL2().glPopMatrix();

      gl.glFlush();
      x++;
      if (x > 50f) {
         x = -100f;
      }
      spinDisplay();
   }

3  Java Game APIs & Engines / JOGL Development / Re: Errors with the new JOGL package on: 2010-01-22 15:58:27
Java can't find all your classes.  Check the userguide for your version of JOGL, and check your CLASSPATH and PATH environment variables to make sure they point to the latest jars and dlls.  The userguide might be in the zip file you downloaded with the latest package.
4  Java Game APIs & Engines / JOGL Development / using GLJPanel on JOGL 2.0 on: 2009-12-31 14:34:38
I recently upgraded to JOGL 2.0, and am having trouble rendering to GLJPanel.  I am trying to do something simple, draw three colored rectangles to a 400x200 frame, but I cannot see anything on the last third of the screen.  If I change to use GLCanvas, or make the frame 400x300, my code works fine, and it worked under JOGL 1.1.1 as well.  Is 2.0 stricter on something I missed?  My code is below.

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import java.awt.Dimension;

import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.awt.GLJPanel;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
import javax.swing.JFrame;

/** Draws a white box. */
class Ex1_2 {
   /**
    * Gets the canvas displayed by this exercise.
    * @return GLJPanel
    */

   public static GLJPanel getCanvas() {
      GLCapabilities capabilities = new GLCapabilities(null);
      //* enable double buffering
      capabilities.setDoubleBuffered(true);
      GLJPanel canvas = new GLJPanel(capabilities);
      canvas.addGLEventListener(new Ex1Listener());
      return canvas;
   }
   /** Hidden constructor. */
   private Ex1_2() { }
}
/** The event listener for this class. */
class Ex1Listener implements GLEventListener {
   /** the GL instance. */
   private GL2 gl;
   /**
    * {@inheritDoc}
    */

   public void display(final GLAutoDrawable drawable) {
      // includes all operations to render (or re-render) the scene
      if (gl == null) {
         gl = drawable.getGL().getGL2();
      }
      //** clear all pixels
      gl.glClear(GL.GL_COLOR_BUFFER_BIT);
      //* draw white polygon (rectangle) with corners at
      //* (0.25, O.25 , O.0) and (0.75 , O.75 , O.0)
      gl.glColor3f(1.0f, 1.0f, 1.0f);
      gl.glBegin(GL2.GL_POLYGON);
      {
         gl.glVertex2i(5, 5);
         gl.glVertex2i(195, 5);
         gl.glVertex2i(195, 45);
         gl.glVertex2i(5, 45);
      }
      gl.glEnd();
      gl.glColor3f(0.75f, 1.0f, 0.375f);
      gl.glBegin(GL2.GL_POLYGON);
      {
         gl.glVertex2i(195, 45);
         gl.glVertex2i(267, 45);
         gl.glVertex2i(267, 95);
         gl.glVertex2i(195, 95);
      }
      gl.glEnd();
      gl.glColor3f(0.95f, 0.15f, 0.25f);
      gl.glBegin(GL2.GL_POLYGON);
      {
         gl.glVertex2i(267, 95);
         gl.glVertex2i(395, 95);
         gl.glVertex2i(395, 145);
         gl.glVertex2i(267, 145);
      }
      gl.glEnd();
      //* force the above commands to begin executing.
      //* don't wait! start processing buffered OpenGL routines
      gl.glFlush();
   }
   /**
    * {@inheritDoc}
    */

   public void displayChanged(final GLAutoDrawable drawable,
         final boolean modeChanged, final boolean deviceChanged) { }
   /**
    * {@inheritDoc}
    */

   public void dispose(final GLAutoDrawable drawable) { }
   /**
    * {@inheritDoc}
    */

   public void init(final GLAutoDrawable drawable) {
      if (gl == null) {
         gl = drawable.getGL().getGL2();
      }
      // clear color is a state variable
      //* select clearing (background) color
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
      //* initialize viewing values
      gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
      gl.glLoadIdentity();
      gl.glOrtho(0.0, // left
            400.0,  // right
            0.0,    // bottom
            200.0,  // top
            -1.0,   // near
            1.0);   // far
   }
   /**
    * {@inheritDoc}
    */

   public void reshape(final GLAutoDrawable drawable, final int x, final int y, final int width, final int height) { }
}
/** Application entry point. */
public final class RedBookMain {
   /**
    * Application entry point.
    * @param args the command line arguments; ignored by this application
    */

   public static void main(final String[] args) {

      JFrame frame = new JFrame();
      frame.addWindowListener(new WindowHandler(frame));
      frame.setPreferredSize(new Dimension(400, 200));
      frame.getContentPane().add(Ex1_2.getCanvas());

      frame.pack();
      frame.setVisible(true);
   }
   /** Hidden constructor. */
   private RedBookMain() { }
}
5  Java Game APIs & Engines / JOGL Development / Newbie question about 2D texture drawing on: 2008-11-24 19:37:27
Hi,

I'm new to JOGL, and I'm looking for some guidance on drawing 2d textures.  I've built an app to display a background image that shifts as you approach the edges.  My code's working, but the shifting isn't so smooth; occasionally you see jumps.  Am I following the right approach in drawing my image?

The texture rendering:
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gl.glEnable(GL.GL_TEXTURE_2D);
backgroundImage.bind();  
// replace the quad colours with the texture
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
gl.glBegin(GL.GL_QUADS); {
   gl.glTexCoord2f(newLft, newTop);
   gl.glVertex2f(verLft, verTop);
   gl.glTexCoord2f(newRit, newTop);
   gl.glVertex2f(verRit, verTop);
   gl.glTexCoord2f(newRit, newBtm);
   gl.glVertex2f(verRit, verBtm);
   gl.glTexCoord2f(newLft, newBtm);
   gl.glVertex2f(verLft, verBtm);
}
gl.glEnd();
gl.glDisable(GL.GL_TEXTURE_2D);
// switch back to modulation of quad colours and texture
gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);


And my test application:
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import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.net.*;
import javax.media.opengl.*;
import com.sun.opengl.util.*;
import com.sun.opengl.util.texture.*;

public class JOGLTest {
   public static final Dimension BK_SIZE = new Dimension(1459, 1100);
   public static final Dimension VIEW_SIZE = new Dimension(300, 300);
   public static final Dimension FRAME_SIZE = new Dimension(600, 600);
   public static void main(String[] args) {
      final Frame f = new Frame();
      f.setSize(FRAME_SIZE);
      f.setMinimumSize(FRAME_SIZE);
      f.setLayout(null);
      GLCapabilities glCaps = new GLCapabilities();
      glCaps.setDoubleBuffered(true);
      glCaps.setHardwareAccelerated(true);
      glCaps.setRedBits(8);
      glCaps.setBlueBits(8);
      glCaps.setGreenBits(8);
      glCaps.setAlphaBits(8);
      MapCanvas panel = new MapCanvas(glCaps, VIEW_SIZE);
      panel.setSize(VIEW_SIZE);
      panel.setMinimumSize(VIEW_SIZE);
      panel.setMaximumSize(VIEW_SIZE);
      panel.setBounds(new Rectangle(new Point(150,150), VIEW_SIZE));
      final Animator animator = new Animator(panel);
      f.add(panel);
      f.addWindowListener(new WindowListener() {
         public void windowActivated(WindowEvent e) { }
         public void windowClosed(WindowEvent e) {
            animator.stop();
            f.dispose();
            System.exit(0);
         }
         public void windowClosing(WindowEvent e) {
            animator.stop();
            f.dispose();
            System.exit(0);
         }
         public void windowDeactivated(WindowEvent e) { }
         public void windowDeiconified(WindowEvent e) { }
         public void windowIconified(WindowEvent e) { }
         public void windowOpened(WindowEvent e) { }
      });
      f.setVisible(true);
      animator.start();
   }
}
class MapCanvas extends GLCanvas {
   private Dimension viewSize;
   public MapCanvas(final GLCapabilities c, final Dimension s) {
      super(c);
      viewSize = s;
      super.addGLEventListener(new MapCanvasListener(this));
   }
   public Dimension getViewSize() { return viewSize; }  
}
class MapCanvasListener implements GLEventListener {
   private MapCanvas canvas;
   private float dx;
   private float dy;
   int backgroundImageWidth = 1200;
   int backgroundImageHeight = 824;
   private Point2D.Float topLeft;
   private GL gl;
   private GLDrawable glDrawable;
   private static final int EDGE = 64;
   private static float scrollSpeed = 0.25f;
   private boolean shiftPossible;
   private int updates;
   int updatesBeforeShift = 10;
   private Texture backgroundImage;
   public MapCanvasListener(final MapCanvas map) {
      canvas = map;
      topLeft = new Point2D.Float(0.0f, 0.0f);
   }
   public final void stopShifting() {
      shiftPossible = false;
      updates = 0;
   }
   private void calculateShift() {
      dx = 0;
      dy = 0;
      int bWidth = backgroundImageWidth;
      int bHeight = backgroundImageHeight;
      int vWidth = JOGLTest.VIEW_SIZE.width;      
      int vHeight = JOGLTest.VIEW_SIZE.height;
      Point mouseLoc = canvas.getMousePosition();
      if (mouseLoc == null) {
         stopShifting();
      } else {
         if (mouseLoc.getX() < EDGE) {
            if (mouseLoc.getY() < EDGE) {
               if (topLeft.x <= 0
                     && topLeft.y <= 0) {
                  stopShifting();
               } else {
                  dx = -scrollSpeed;
                  dy = -scrollSpeed;
                  shiftPossible = true;
               }
            } else if (mouseLoc.getY() > vHeight - EDGE) {
               if (topLeft.x <= 0
                     && topLeft.y >= bHeight - vHeight) {
                  stopShifting();
               } else {
                  dx = -scrollSpeed;
                  dy = scrollSpeed;
                  shiftPossible = true;
               }
            } else {
               if (topLeft.x <= 0) {
                  stopShifting();
               } else {
                  dx = -scrollSpeed;
                  shiftPossible = true;
               }
            }
         } else if (mouseLoc.getX() > vWidth - EDGE) {
            if (mouseLoc.getY() < EDGE) {
               if (topLeft.x >= bWidth - vWidth
                     && topLeft.y <= 0) {
                  stopShifting();
               } else {
                  dx = scrollSpeed;
                  dy = -scrollSpeed;
                  shiftPossible = true;
               }
            } else if (mouseLoc.getY() > vHeight - EDGE) {
               if (topLeft.x >= bWidth - vWidth
                     && topLeft.y >= bHeight - vHeight) {
                  stopShifting();
               } else {
                  dx = scrollSpeed;
                  dy = scrollSpeed;
                  shiftPossible = true;
               }
            } else {
               if (topLeft.x >= bWidth - vWidth) {
                  stopShifting();
               } else {
                  dx = scrollSpeed;
                  shiftPossible = true;
               }
            }
         } else if (mouseLoc.getY() < EDGE) {
            if (topLeft.y <= 0) {
               stopShifting();
            } else {
               dy = -scrollSpeed;
               shiftPossible = true;
            }
         } else if (mouseLoc.getY() > vHeight - EDGE) {
            if (topLeft.y >= bHeight - vHeight) {
               stopShifting();
            } else {
               dy = scrollSpeed;
               shiftPossible = true;
            }
         } else {
            stopShifting();
         }
      }
   }
   public void displayChanged(GLAutoDrawable arg0, boolean arg1, boolean arg2) { }
   public void init(GLAutoDrawable drawable) {
      // load background
      try {
         backgroundImage =
            TextureIO.newTexture(new URL("http://media.maps.com/images/downloads/World-Map-1200.gif"),
               false,
               "gif");
         backgroundImage.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER,
               GL.GL_NEAREST);
         backgroundImage.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER,
               GL.GL_NEAREST);
      } catch (Exception e) {
         e.printStackTrace();
         System.exit(1);
      }
      this.gl = drawable.getGL();
      // set the clear color here
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
      this.glDrawable = drawable;

      drawable.setGL(new DebugGL(drawable.getGL()));

      // set anti-aliasing
      float[] values = new float[2];
      gl.glGetFloatv(GL.GL_LINE_WIDTH_GRANULARITY, values, 0);
      gl.glGetFloatv(GL.GL_LINE_WIDTH_RANGE, values, 0);
      gl.glEnable(GL.GL_LINE_SMOOTH);
      gl.glEnable(GL.GL_BLEND);
      gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
      gl.glHint(GL.GL_LINE_SMOOTH_HINT, GL.GL_DONT_CARE);
      gl.glLineWidth(1.5f);
   }
   private void applyShift() {
      if (shiftPossible) {
         updates++;
         if (updates >= updatesBeforeShift) {
            topLeft.x += dx;
            if (topLeft.x > backgroundImageWidth - canvas.getViewSize().width) {
               topLeft.x = backgroundImageWidth - canvas.getViewSize().width;
            }
            if (topLeft.x < 0) {
               topLeft.x = 0;
            }
            topLeft.y += dy;
            if (topLeft.y > backgroundImageHeight - canvas.getViewSize().height) {
               topLeft.y = backgroundImageHeight - canvas.getViewSize().height;
            }
            if (topLeft.y < 0) {
               topLeft.y = 0;
            }
         }
      }      
   }
   public void display(GLAutoDrawable drawable) {
      calculateShift();
      applyShift();
      // clear the screen
      gl.glClearDepth(0.0);
      gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
      gl.glLoadIdentity();
      //*******************************
      // DRAW THE TEXTURE
      //*******************************
      // the  background covers all 4 corners of the viewing area
      float verTop = 1.0f;
      float verLft = -1.0f;
      float verBtm = -1.0f;
      float verRit = 1.0f;
      // translate the map coordinates displayed
      float texBtm = backgroundImage.getImageTexCoords().bottom();
      float texRit = backgroundImage.getImageTexCoords().right();
      float verticalScale = (float) backgroundImageHeight / texBtm;
      float horizontalScale = (float) backgroundImageWidth / texRit;
      float newTop = (0.0f + topLeft.y) / verticalScale;
      float newLft = (0.0f + topLeft.x) / horizontalScale;
      float newBtm =
         ((float) JOGLTest.VIEW_SIZE.height + topLeft.y) / verticalScale;
      float newRit =
         ((float) JOGLTest.VIEW_SIZE.width + topLeft.x) / horizontalScale;
      // bind to the appropriate texture for this sprite
      // enable texturing
      gl.glEnable(GL.GL_TEXTURE_2D);
      backgroundImage.bind();  
      // replace the quad colours with the texture
      gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE,
            GL.GL_REPLACE);
      gl.glBegin(GL.GL_QUADS); {
         gl.glTexCoord2f(newLft, newTop);
         gl.glVertex2f(verLft, verTop);
         gl.glTexCoord2f(newRit, newTop);
         gl.glVertex2f(verRit, verTop);
         gl.glTexCoord2f(newRit, newBtm);
         gl.glVertex2f(verRit, verBtm);
         gl.glTexCoord2f(newLft, newBtm);
         gl.glVertex2f(verLft, verBtm);
      }
      gl.glEnd();
      gl.glDisable(GL.GL_TEXTURE_2D);
      // switch back to modulation of quad colours and texture
      gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE,
            GL.GL_MODULATE);
   }
   public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3, int arg4) { }
}


Thanks for any help I get.
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