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1  Java Game APIs & Engines / JOGL Development / Re: Problems building JOGL 2.x demos from source on: 2009-08-10 15:12:34
That's a real shame as I was hoping to learn about JOGL by studying the demo source code.

To be fair, this is the nightly build, and not even a beta. I'm sure the 1.1.1a release build works much better.

They still shouldn't have demo source that doesn't compile. I also hate spending effort learning the old maintenance branch which will soon be replaced by a much better update.
2  Java Game APIs & Engines / JOGL Development / Re: Problems building JOGL 2.x demos from source on: 2009-08-09 21:11:37
I downloaded the latest nightly builds of jogl-2.0-windows-i586.zip and jogl-demos-src.zip dated 09-Aug-2009 03:01 and tried to build the demos from the source on this Windows Vista machine.

It's not you, the demo source isn't in a compilable state. BTW, I'm a complete OpenGL newbie, but this clearly is beyond simple build/setup/environment issues.

I tried the same demo.nurbs.curveapp code... I could make a few fixes:

change this: import javax.media.opengl.GLCanvas;
to this: import javax.media.opengl.awt.GLCanvas;

change this: import com.sun.opengl.util.GLUT;
to this: import com.sun.opengl.util.gl2.GLUT;

But I'm still getting a non of compilation errors that are clearly not basic build or environment issues. For example, I get errors on the following three (separate) lines:

this.nurbs = glu.gluNewNurbsRenderer();
gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
gl.glLoadIdentity();

3  Game Development / Newbie & Debugging Questions / Re: Best API for low-level 2D pixel buffer access? on: 2009-08-09 02:11:44
Thanks for the help. It actually took a few hours of futzing with JFrame, layouts, canvas/panels, to figure out exactly how to get them properly wired together, but it's working perfectly!

BTW, I'm using a JPanel instead of a Canvas which people say is slightly better...


class Viewport extends Canvas
{
   BufferedImage buf;

   public void paint(Graphics g)
   {
       g.drawImage(buf, 0, 0, null);
   }

   public void update(Graphics g)
   {
      // override, to not clear, just paint the canvas
      this.paint(g);
   }

   public Dimension getPreferredSize()
   {
      return new Dimension(buf.getWidth, buf.getHeight());
   }
}



Then add it to a Frame, with a BorderLayout, and call frame.pack(), then frame.setVisible(true)

Whenever you updated your int[], call myViewport.repaint()
4  Game Development / Newbie & Debugging Questions / Re: Best API for low-level 2D pixel buffer access? on: 2009-08-07 15:23:55
I can see how to build a BufferedImage with pixel data. So far, that's perfect.

What do I use to get that image into a window or screen? Should I use AWT, Swing, or JavaFX?
5  Game Development / Newbie & Debugging Questions / Best API for low-level 2D pixel buffer access? on: 2009-08-06 20:39:35
What's the best JVM-friendly API for direct 2D pixel buffer access. I'm looking for development simplicity, elegance, and uninhibited rendering speed.

I'm loosely familiar with AWT, Swing, and JavaFX, but what specific control our class do I need to get a raw binary pixel buffer that I can write to?
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