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1  Java Game APIs & Engines / JOGL Development / Re: How to use OpenGL extensions in JOGL on: 2003-08-01 22:15:16
the only time ive had to check for a function is with ati's GL_ATIX_PN_TRIANGLES also called GL_ATI_PN_TRIANGLES which isn't in the extention list when it should be,  so checking if the function glPNTrianglesiATI was available was the only way to see if i could use the extention.

In most cases you should just be able to check for the extention (or check your opengl version number as in the multitexture case if its later than 1.2.1 it must be there)
2  Java Game APIs & Engines / JOGL Development / Re: mipmap problems on: 2003-08-01 11:50:39
hmm, /me looks at code again
3  Java Game APIs & Engines / JOGL Development / Re: How to handle more texture units than allowed on: 2003-08-01 07:03:24
You draw the polygon as normal with the first textures.
You then bind the new textures.
Enable glBlend and choose the correct blend function (the options are listed in section 4.1.7 in the gl Spec document)
Draw the polygon again with the new textures.
Disable gl_Blend

or in code form:
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//Draw normally here

//change the texture env (fiddle with them until you get the right effect
gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_DECAL);

//change the blend function to the wanted effect
//this one is a double modulate blend
//you should be able to get all of the same glTexEnv's you can get in single pass rendering with diffrent blend functions
gl.glBlendFunc(GL.GL_DST_COLOR, GL.GL_SRC_COLOR);
//enable blending
gl.glEnable (GL.GL_BLEND);

//bind new textures

//draw the polygon again here

gl.glDisable (GL.GL_BLEND);
4  Java Game APIs & Engines / JOGL Development / Re: jawt and jogl install on: 2003-07-30 20:59:19
make sure 'C:\j2sdk1.4.2\jre\bin' is in your path, i had a similar problem.
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