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1  Game Development / Shared Code / Re: Libgdx Xbox360 controller mapping on: 2013-05-31 08:29:27
I get the same problem on my win 7 64 bit laptop?
Weird...

Which version of libgdx are you using?
I'm using 0.9.8 stable version.

2  Game Development / Shared Code / Re: Libgdx Xbox360 controller mapping on: 2013-05-30 17:40:51
Intresting, from the code:

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@Override
         public boolean buttonDown (Controller controller, int buttonCode)
         {
            System.out.println("code: "+buttonCode);
            if(buttonCode == 7)
            {
               System.out.println("Start button Pressed!");      
            }
            return true;
         }
         
         @Override
         public boolean buttonUp (Controller controller, int buttonCode)
         {
            System.out.println("code: "+buttonCode);
            if(buttonCode == 7)
            {
              System.out.println("Start button released!");
            }
            return true;
         }


and

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for (int i = 0; i < 14; i++) {
         System.out.println("Pull "+i+ " " +controller.getButton(i));  
      }
     
      System.out.println("ButtonTest Start: "+controller.getButton(7));
      System.out.println("ButtonTest Back: "+controller.getButton(6));


I get:

Quote
code: 7
Start button Pressed!
Pull 0 false
Pull 1 false
Pull 2 false
Pull 3 false
Pull 4 false
Pull 5 false
Pull 6 false
Pull 7 false
Pull 8 false
Pull 9 false
Pull 10 false
Pull 11 false
Pull 12 false
Pull 13 false
ButtonTest Start: false
ButtonTest Back: false

I'm trying it with a wired Xbox 360-controll under ubuntu 12.04 64-bit. I will try it on my Windows-pc at work tomorrow to see if it is a linux-specific problem.
3  Game Development / Shared Code / Re: Libgdx Xbox360 controller mapping on: 2013-05-30 16:23:50
Hi

Have you tried to use the Xbox 360 controller pull-based? ex: controller.getButton(buttonCode);

I get everything to work except Start and Back-button. It works in event-based code, but not in pull-based.

I submitted an Issue about it: https://code.google.com/p/libgdx/issues/detail?id=1436 but they Invalid it because they thought I didn't use the right buttoncode (6 and 7 for back and start).

Any one seen this problem?

/Khazrak
4  Java Game APIs & Engines / OpenGL Development / Re: LWJGL using modern OpenGL examples or Open Source on: 2013-03-01 17:33:01
I see that you don't have any matrixes - movement in modern OpenGL is all about shaders and matrixes, so you should add them.

I was actually wondering about that since I'm going to do SNES-style 2D. Is it necessary? Will it change anything "right now"?
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL using modern OpenGL examples or Open Source on: 2013-03-01 12:41:41
Could you post the code?

I have it split into several classes, mostly Game and GameObject.

I'm linked my github: https://github.com/Khazrak/ManaEngine.git
6  Java Game APIs & Engines / OpenGL Development / Re: LWJGL using modern OpenGL examples or Open Source on: 2013-03-01 11:34:06
Do you clear screen buffers each frame using glClear?

Yes. I've tried both
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
and
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);


But it's not that.
7  Java Game APIs & Engines / OpenGL Development / LWJGL using modern OpenGL examples or Open Source on: 2013-03-01 11:05:02
Hi

I'm trying to develop a game using LWJGL.
Everywhere I look, everybody says that you should use Modern OpenGL (not glBegin() and glEnd() I guess).

And I followed the tutorials on the LWJGL homepage.
But every time I try to make a moving Quad with textures i get som sort of ghosting or studdering.
Most likely I've done something wrong.

I'm using a delta for the movement and I'm using VBO's and VAO.

Every project or example code I find is using glBegin() and glEnd().

Could anybody show me or give me a link to some code that uses VBO's and VAO's to move a quad (textured)?

8  Game Development / Game Mechanics / Re: OpenGL help in LWJGL, blurry quads on: 2013-02-19 12:58:24
While I was trying to test diffrent things like delta i managed to capture a printscreen with a pixel-column that is wrong.
On both the blue and the brown.



I think it's this "wrong-colors" that make it look blurry.

Is it something wrong with the Shaders or TextureVertex's?
9  Game Development / Game Mechanics / Re: OpenGL help in LWJGL, blurry quads on: 2013-02-19 11:52:19
I've done a new try at it.

Now I'm using OpenGL 3.2 and modern OpenGL methods.
I used the tutorials from LWJGL: http://www.lwjgl.org/wiki/index.php?title=The_Quad_updating_a_VBO_with_BufferSubData
but changed the logic.

When moving a textured quad i get a type of "ghosting" from a few frames back. It looks blurry (printscreen doesnt catch it due to the small lag it gives)
It looks like the glClear doesnt work immediate or something.

I have all the code on github, user Khazrak, Project: ProjectMana,
The Animation-branch is the most up to date working branch.

Any suggestions?

The goal is to make a game like "Secret of Mana"(SNES) with great pixelgraphics.
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL uses wrong graphics card on: 2013-01-25 11:27:47
I didn't make it work with adding java and javaw to the list. But if i (system wide) changed it to performance with the Nvidia Card then it work.

Anybody know any way to make the jar demand high performance?
11  Java Game APIs & Engines / Engines, Libraries and Tools / LWJGL uses wrong graphics card on: 2013-01-25 09:01:35
Hi

I'm trying to learn modern OpenGL using LWJGL, but it seems that it uses the wrong graphics card.
By using GPU Caps Viewer I get the info that my main card has OpenGL 4.2.

But creating a Display gives "Could not create context (WGL_ARB_create_context)". on  "Display.create(pixelFormat, contextAtrributes);"
From this example: http://www.lwjgl.org/wiki/index.php?title=Version_selection


I did a simple program trying to confirm the version:

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import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.ContextCapabilities;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GLContext;

public class OldOpenGL {
   public void start() {
      try {
         Display.setDisplayMode(new DisplayMode(800, 600));
         Display.create();
         version();
      } catch (LWJGLException e) {
         e.printStackTrace();
         System.exit(0);
      }
      while (!Display.isCloseRequested()) {
         Display.update();
      }
      Display.destroy();
   }

   public static void main(String[] argv) {
      OldOpenGL displayExample = new OldOpenGL();
      displayExample.start();
   }
   public void version()
   {
      ContextCapabilities c =GLContext.getCapabilities();
      if(c.GL_ARB_compatibility)
      {
         System.out.println("ARB");
      }
      if(c.OpenGL32)
      {
         System.out.println("3.2!");
      }
      else if(c.OpenGL20) {
         System.out.println("2.0");
      }
      else
      {
         System.out.println("No OpenGL");
      }

   }
}


And it prints out "ARB" and "2.0".
So my guess is that it uses the graphics on the CPU.

It has:
Intel HD Graphics 3000 and NVS 4200M (and GPS Caps Viewer says the both have OpenGL 4.2)

I change so the Nvidia settings so java uses the performance-mode, but still no luck.

Any sugestions?
12  Game Development / Game Mechanics / Re: OpenGL help in LWJGL, blurry quads on: 2012-11-20 11:21:37
I didn't succed in capturing a screenshot with the blur.

If i used a texture (to easier see blurring) and sync (with LWJGLs Display.sync) with a 60 fps,
and the window is 800 pixels wide, if i move it 1 pixel per frame it is smooth, 2 pixels its smooth but beginning to hint to blur,
4 pixels and it becoms a bit blurry and you can apperently see the studdering.

the movement of 4 x 60 / second, makes it takes 3,33 seconds to move from one edge to the other, the constant speed show the "studdering".

I dont know if its my screen. I noticed know that the laptop also shows this studder with Java2D but not my desktop, with the same framerate and movement speed.


Is there a recommended movement per frame in pixels for smooth animation?

My plan is to have nice pixel-graphics with hopefully awesome smooth movement.
13  Game Development / Game Mechanics / OpenGL help in LWJGL, blurry quads on: 2012-11-20 08:21:40
Hi

I'm fairly new to OpenGL. After googling Java2D vs OpenGL it sounds like i probably should choose OpenGL.
But when i test the simplest form of a Quad (http://www.lwjgl.org/wiki/index.php?title=LWJGL_Basics_4_(Timing)) which i deactivated the rotation, gives me studders or blur.

I tested it with different framespeeds and different movement per frame speeds and it still looks blurry. I tested it both on a laptop and a gaming desktop.
The more powerfull desktop showed less blurring.

It feels like it shouldn't blurr this much at a so basic code? Java2D gives me none of that....yet

So am i doing something wrong?

(English is not my native language so sorry if i miss spelled something)
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