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1  Java Game APIs & Engines / JOGL Development / Re: error: wrong version 48.0, should be 47.0 on: 2003-08-23 11:13:01
Jogl was built using java 2 sdk 1.4 if i am not wrong.

So the minimun requirement would be Java 2 Sdk 1.4 upwards Smiley
2  Java Game APIs & Engines / JOGL Development / Re: Problems on certain systems. on: 2003-07-31 12:14:22
Yes, I think we know that it is running in software mode. And getting proper 3D hardware acceleration does not actually solve the problem.

Does this mean people running Linux without 3D hardware acceleration will have proplems with JOGL? Is there like a minimun specs for JOGL?

I guess i can cut development on my laptop, tats for sure Smiley I have only 8mb of graphics ram!
3  Java Game APIs & Engines / JOGL Development / Re: Impossible GLJPanel on: 2003-07-24 04:11:30
Gee, I had the same error for some time. Stuck to using a GLCanvas. But it is causing me problems in Linux (I think). I managed to get a BSOD in Windows Xp using the GLJPanel and adding it to a JFrame.

On one comp, it couldn't create a offscreen buffer.
On the other comp, it just died, (BSOD).
4  Java Game APIs & Engines / JOGL Development / Re: Linux Error on: 2003-07-23 13:52:19
Thanks guys, finally I could run in linux! Is a good graphics card really needed for jogl to work in Linux properly??

I tried porting my application over to linux but faced the following error which was non-existence in windows xp

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : 11 occurred at PC=0x4CD5C437

Current Java thread:
     at Method)
     - locked <0x44487ad8> (a
     - locked <0x44487ad8> (a
     at java.awt.Component.setBounds(
     at java.awt.BorderLayout.layoutContainer(
     - locked <0x448f2d00> (a java.awt.Component$AWTTreeLock)
     at java.awt.Container.layout(
     at java.awt.Container.doLayout(
     at java.awt.Container.validateTree(
     at java.awt.Container.validate(
     - locked <0x448f2d00> (a java.awt.Component$AWTTreeLock)
     at java.awt.Window.pack(
     at cube.<init>(
     at cube.main(

I used a GLCanvas, placing it in a JFrame

final Container c = getContentPane();
c.setLayout(new BorderLayout());

glc = GLDrawableFactory.getFactory().createGLCanvas(cap);

// Add the Component into the window
c.add( "Center", glc );
pack(); show();
5  Java Game APIs & Engines / JOGL Development / Linux Error on: 2003-07-23 11:30:17
Redhat 9

export PATH=$PATH:/usr/java/j2sdk1.4.2/bin:/usr/java/j2sdk1.4.2/jre/lib/ext
export CLASSPATH=.:/usr/java/j2sdk1.4.2/jre/lib/ext/jogl.jar

[root@localhost test]# java Gears
Exception in thread "main" java.lang.UnsatisfiedLinkError: no jogl in java.library.path
       at java.lang.ClassLoader.loadLibrary(
       at java.lang.Runtime.loadLibrary0(
       at java.lang.System.loadLibrary(
       at Method)
       at Gears.main(
6  Java Game APIs & Engines / JOGL Development / Re: Jogl On Redhat 8 on: 2003-07-19 14:19:45
Not much news about Jogl on Linux yet. Hopefully, someone can write a How-to for using Jogl on Linux, including information on the GL Libraries (ie, Mesa3d on redhat etc etc)...
7  Java Game APIs & Engines / JOGL Development / Re: Init on: 2003-07-17 06:29:35
I tried the same program using the same compiler and same sdk on a different machine with a more powerful video card with 32mb memory and OpenGL 1.4, the error miraculously dissapeared.

The earlier machine had a savage Mx video card with 8mb memory and OpenGL 1.1

Does this have anithing to do with hardware acceleration?
8  Java Game APIs & Engines / JOGL Development / Re: Init on: 2003-07-11 14:16:53
Gee.. you are right, it works like a charm..  Wink
But it worked fine with GL4Java... weird..

Anyway, I got a Application error next:

The instruction at "0x69571cb9" referenced memory at "0x00000020". The memory cannot be "read"
9  Java Game APIs & Engines / JOGL Development / Re: Initialization on: 2003-07-11 13:21:20
I am using java sdk 1.4.1_02-b06 (comes with JBuilder)

The Gears demo works fine...

The real problem arises when i try to resize the window after running it.

     at test.display(
     at sun.awt.RepaintArea.paint(
     at java.awt.Component.dispatchEventImpl(
     at java.awt.Component.dispatchEvent(
     at java.awt.EventQueue.dispatchEvent(
     at java.awt.EventDispatchThread.pumpOneEventForHierarchy(
     at java.awt.EventDispatchThread.pumpEventsForHierarchy(
     at java.awt.EventDispatchThread.pumpEvents(
     at java.awt.EventDispatchThread.pumpEvents(
10  Java Game APIs & Engines / JOGL Development / Init on: 2003-07-11 07:21:47
There seems to be an error somewhere in the code but I am not sure where. Anyone can take a look? Thanks Smiley


// Import classes from some necessary places
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.*;


public class test extends JFrame implements WindowListener,
     // enables gl and glu calls
     GL gl;
     GLU glu;

        // The OpenGL component to render onto
        public GLCanvas glc = null;
        // set up GUI (constructor)
   public test()
         super( "Canvas" );
           // Set the layout of the frame
           final Container c = getContentPane();
           c.setLayout(new BorderLayout());
           // create and set capabilities
           GLCapabilities cap = new GLCapabilities();
           // create canvas component
           glc = GLDrawableFactory.getFactory().createGLCanvas(cap);
           // Add the Component into the window
            c.add( "Center", glc );
            pack(); show();
           // Add Windows Listener to the component
           this.addWindowListener( this );
           //Add GLEventListener to handle GL events
     public void init(GLDrawable drawable)
           gl = drawable.getGL();
           glu = drawable.getGLU();
           gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

     public void display(GLDrawable drawable)
           // clear colour and depth buffer
           // Set drawing colour to white
           // Draw a rectangle
   public void reshape(GLDrawable drawable, int x, int y, int width, int height)
           gl.glViewport (0, 0, width, height);
   public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
   // WindowListener methods
   public void windowActivated( WindowEvent evt ) {}
   public void windowClosed( WindowEvent evt ) {}

   public void windowClosing( WindowEvent evt )
         System.exit( 0 );

   public void windowDeactivated( WindowEvent evt ) {}
   public void windowDeiconified( WindowEvent evt ) {}
   public void windowIconified( WindowEvent evt ) {}
   public void windowOpened( WindowEvent evt ) {}

     public static void main( String args[] )
            // Set the look and feel of application
           } catch (Exception e){}
         test application = new test();

11  Java Game APIs & Engines / JOGL Development / Jogl On Redhat 8 on: 2003-07-10 03:13:50
I plan to port a program over from windows, but I do not know what is required to implement Jogl on linux. Apart from the Jogl Libraries and Classes, do I require the native gl libraries? If yes, how do I use them?
12  Java Game APIs & Engines / JOGL Development / Re: Using Jogl on: 2003-06-25 15:32:15
13  Java Game APIs & Engines / JOGL Development / Re: Using Jogl on: 2003-06-25 13:05:30

1) I received the bindings from Pepijn(GL4Java guy)

2)I am using Windows Xp Sun jdk 1.3.1_01

3)The Gears demo came with the binaries
14  Java Game APIs & Engines / JOGL Development / Using Jogl on: 2003-06-25 12:07:35
I have a set of the Jogl bindings. Included are

1) jogl.dll
2) jogl.jar

How do I set up the environment to make use of the Jogl bindings?

I get this error : cannot access
bad class file: C:\jogl\net\java\games\jogl\GLEventListener.class
class file has wrong version 48.0, should be 47.0
Please remove or make sure it appears in the correct subdirectory of the classpath.
 static class GearRenderer implements GLEventListener, MouseListener, MouseMotionListener {
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