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1  Java Game APIs & Engines / JOGL Development / Re: jogl2 GLWindow & exclusive fullscreen on: 2010-06-07 18:34:06
i will do some testing and get back here with some results and a test app.
thanks for all the support
2  Java Game APIs & Engines / JOGL Development / Re: jogl2 GLWindow & exclusive fullscreen on: 2010-06-07 10:09:27
Well i'm not really sure what means running the code in the proper thread, but here's what i do:

Create Frame
Create GLCanvas(caps)

addGLListener( listener );

Check for fullscreen and displaychange support.
if( true )
 set fullscreen

add a windows listener (for closing option)
Animator( canvas );

this will create my running thread that will run the code inside the callback class GLListener
Am i missing anything?

I've noticed you have your own java rendering system. i've checked your code briefly and you too don't seem to use any Animator, you're running your own thread sytem? is that all just for multiple context support ?
3  Java Game APIs & Engines / JOGL Development / Re: jogl2 GLWindow & exclusive fullscreen on: 2010-06-06 19:40:55
well my code is basically the same, still i can't get it to work with exclusive fullscreen mode.
Today i tried something different. I tried to setDisplayMode using my screen resolution and i got the white screen again, but then i did ALT+TAB and it worked. Well it worked for sometime, then it just stopped working again.
I've been getting this since i remember. Never got exclusive fullscreen mode fully functional and using dimensions of the screen is not good idea, for example people using full HD resolutions will end up with slow apps as it will kill fillrate.

Hmm maybe i should take this code and try on some other machine..

my machine is win7 64bit + nvidia
4  Java Game APIs & Engines / JOGL Development / Re: jogl2 GLWindow & exclusive fullscreen on: 2010-06-06 02:18:26
thanks lhkbob.

well i haven't been able to get exclusive fullscreen mode even with AWT GLCanvas+Frame. For some weird reason all i get is a white screen when using setDisplayMode. I use Animator for my mainloop thread.

I've been looking into jME canvas/jogl code for the window and glcanvas handling code they do not use any Animator stuff. I believe i've seen this before on different frameworks. It makes me wonder why the reason of the white screen.

Have you ever has anything like it and found a solution?

5  Java Game APIs & Engines / JOGL Development / jogl2 GLWindow & exclusive fullscreen on: 2010-06-06 00:41:51
Hi, i've been working with jogl2 and first thing i wanted to try was fullscreen mode. I gave GLWindow a try and easily made a fullscreen window but it just isn't what i expected. I thought this would get me through problems i had before on using jogl for exclusive fullscreen modes but doesn't look like it.

What it does is just scale your window to the dimension of the screen.
Is there any way to get working exclusive fullscreen modes with JOGL at all?

2. Has anyone played with GLwindow and go it to work with costum GLCapabilities ?

thanks in advance
6  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-04-29 00:00:06
hi H0,

can you send me an example of your working fullscreen app?
i would love to test it here and see if that works.

i tried what you said and no luck still..

PS. are you setting exclusive fullscreen mode? using setDisplayMode/setFullscreenWindow ?
7  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-04-28 00:15:22
I have just tried GLJFrame from joglutils, it can be found at jogl-dev website.
the problem remains. One thing i've noticed is that noe even joglutils uses exclusive modes. it sure sets a fullscreen window, but does not set any special DisplayMode. I believe this is what makes it a *exclusive* fullscreen mode.

Atleast i can say the problem shouldn't be my approach to get exclusive fullscreen modes.

I have been working with JOGL 2.x and tested GLWindow, but that just doesn't seem to do exclusive fullscreen modes. So that doesn't work too.

Hopefully this will be fixed, or atleast someone with better knowledge can help us on this one. I believe lots of people should be getting this problem, it can't just be ignored.
8  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-04-22 17:17:34
I have tested LWJGL Fullscreen example found on their website.. it worked just fine!

Meanwhile does any of you have any simple test of yours using JOGL and fullscreen i could test?
a working example for testing purposes only.

i just can't see what my problem could be and if it is really my code or my machine..

appreciate it,
9  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-04-22 16:25:57
that still didn't work for me Sad
this is starting to be annoying. i haven't tried on any other OS, still why would i, if this is my dev machine :/

i have no idea on how to fix this..
10  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-04-22 01:04:24
i have tried to get displaymodes and still i am getting the white screen problem.
my code is just the same as everything, create frame, create glcanvas, set params for frame and canvas, add canvas to frame,
get displaymode, setfullscreenwindow, create and start an animator.

i just no idea what can this be.. i am on windows 7 64bit.. anyone else having white screen problem on fullscreen mode ??
11  Java Game APIs & Engines / JOGL Development / Re: White screen in fullscreen vista 64 on: 2010-04-22 00:49:47

i am having exactly the same problem as you do with Windows7 64bit.
i've tried your workaround (setsize) but that just did not work for me..

did you have any problems with that or still works for you ?
12  Java Game APIs & Engines / JOGL Development / Re: How to apply texture to objects rendered using index buffers? on: 2009-01-07 16:52:40
just load a TextureIO as u would normally do, getTextureObject() and bind texture as usual..

      Texture tex = TextureIO.newTexture( new File(dataPath(fileName)), true );
    int id = tex.getTextureObject();

    gl.glBindTexture( GL.GL_TEXTURE_2D, id );
13  Java Game APIs & Engines / JOGL Development / Re: Geometry shaders on: 2009-01-07 16:44:15
hi bienator,

yes, you are correct. after some research i go to that conclusion. i have been escaping from glsl, since i find it a bit too much high level. but if thats what it takes to work geometry shader in java for now i think i must give it a try.

but ill be waiting for jogl to support gl3 and cgfx more deeply.

thanks for ur time
14  Java Game APIs & Engines / JOGL Development / Re: Geometry shaders on: 2009-01-07 11:10:06
well, ok. but for you to use GLSL, you have to use glCreateShader() and u have to load the shader using a profile correct ?

what is the profile you use? where do u get it from in JOGL ?

i dont see any profiles in java other that ARBVP1, ARBFP1.

am i wrong ?
15  Java Game APIs & Engines / JOGL Development / Re: Geometry shaders on: 2009-01-06 22:34:33
Hello again,

even if CgFX doesnt work out with GS (which by nvidia's website it does, since i saw a report there that said they fixed problems of multipl GS with CgFX) how will i load a geometry program using cgCreateProgramFromFile( ... ) if i cant see any geometry program profile to compile it with ?

anyone ?
16  Java Game APIs & Engines / JOGL Development / Re: Geometry shaders on: 2009-01-06 18:59:18
CgGL.cgGLGetLatestProfile( CgGL.CG_GL_GEOMETRY );

i've downloaded 1.1.2 and there is no profile for GS.

im using CgFX and when i try to run an effect, it gives me an error on compile..

what profile is there for GS available.. arbgp1 ??
17  Java Game APIs & Engines / JOGL Development / Geometry shaders on: 2009-01-06 15:36:59
Hello there.

Is there any news about jogl supporting geometry shaders ?

ive search the docs but there are no GS profiles available. atleast i didnt see anything..

anyone ?
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