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1  Java Game APIs & Engines / JOGL Development / Re: GLJPanel and jinternalframe on: 2009-10-07 08:13:03
thx for the explanation, i see that i need to wait java 7 where i can mix heavy weight and lightweight weight components
but i back to question why resizing jinternalframe don't effect for new init() call but main frame(JFrame) do

in my app i have  GLJPanel ->jinternalframe->JDesktopPane->JFrame component structure
2  Java Game APIs & Engines / JOGL Development / GLJPanel and jinternalframe on: 2009-10-04 21:25:57
hi all

i have strange affect using GLJPanel and jinternalframe
i add GLJPanel to jinternalframe and all work well but then i resize my main frame(JFrame) init() occur and i get new OpenGL context(as i understand) but if i resize jinternalframe i dont get init() method is called

in my app i have about 500 texture objects in one frame and to avoid unnecessary computation i cache them and    
as a result, after each init() i lose them
also operation creating a new context is expensive enough to

why this hapening and any way to avoid init() method is called after main frame resized?


ps. i use -Dsun.java2d.noddraw=true -Dsun.java2d.d3d=false -Dsun.java2d.opengl=true and jogl 1.1.1
3  Java Game APIs & Engines / JOGL Development / Re: texture hightlite on: 2009-07-22 21:58:20
thx for reply

i attach visual representation of what I wanted to achieve, highlight color maybe any but all pixle with 0 alpha need to stay the same

i try to use GL_MODULATE and GL_COMBINE but this is not what i want
4  Java Game APIs & Engines / JOGL Development / texture highlight on: 2009-07-22 14:55:13

i have texture(img1) which i render on the screen(gljpanel), then if user mouseover it i want highlight it with yellow (exemple yellow with 0.5 alpha)
what i think to do that create another texture(img2, yellow with 0.5 alpha) with hight and wight as img1 and render over it
but problem is img1 have transparent pixels(0 alpha) and if i render over it all area of img1 be merget with img2.

Is there a way to set blend rules as if img1 have 0 alpha in pixel then this pixel in img2 don't merge with img1?

or maybe java image have this functionality and i can do it on bufferedimage(i create texture from bufferedimage)

PS img2 i can only create programmatically

5  Java Game APIs & Engines / Java 2D / hardware pipeline on: 2009-01-28 16:36:41

i have problem to understanding java hardware pipeline (opengl or dx), if i enable hardware pipeline what operations be accelerated ?, only volatileimage or also BufferedImage and other? (example transparency)

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