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1  Java Game APIs & Engines / Java Sound & OpenAL / Re: no 64-bit binaries on: 2009-08-11 20:12:02
The 32 bit joal definitely doesn't work on 64 bit vista or windows7. I would appreciate if anybody could give me a 64 bit version.
I would not change to lwjgl in my game project. i'm already using jogl ...
2  Java Game APIs & Engines / JOGL Development / Re: Cursors changing in jogl2 using native window? on: 2009-07-26 19:18:35
i know i have been using JFrame-based rendering for years, but native windows would give much better performance, that is why i would like to use it...

Thanks anyway!
3  Java Game APIs & Engines / JOGL Development / Re: Cursors changing in jogl2 using native window? on: 2009-07-26 12:44:38
See demos.GLInfo code from Jogl2.0 demo src.
4  Java Game APIs & Engines / JOGL Development / Cursors changing in jogl2 using native window? on: 2009-07-24 09:16:55
Dear All,

Could anybody help me how to set the cursor in jogl2 when using native window?


Thanks in advance!
5  Java Game APIs & Engines / JOGL Development / joal stopped working after refreshing to the latest nightly jogl 2 build on: 2009-07-21 22:46:38
After having refreshed the Jogl2.0 library from 07.09 to 07.21, the joal throws this:

Exception in thread "main" java.lang.NoSuchMethodError: com.sun.gluegen.runtime.BufferFactory.isDirect(Ljava/nio/Buffer;)Z
   at net.java.games.joal.impl.ALCImpl.alcCreateContext(ALCImpl.java:129)

Any help is much appreciated ....
6  Java Game APIs & Engines / JOGL Development / MouseWheel event listening problem using Jogl 2 and newt lib on: 2009-07-17 20:25:10
Hello,


i tried to use the addXListener methods in com.sun.javafx.newt.opengl.GLWindow and com.sun.javafx.newt.Window but haven't received any mousewheel event.
I tried the demo code found in jogl2 demos and the result is the same. No System.err.println() appears on the console. (demo app's name: NEWTTest1)
How can I fix this?

Thanks in advance!

(I found this to receive mouse events: http://blog.jausoft.com/2009/06/29/jogl-newt-multiple-threads-windows/)
7  Java Game APIs & Engines / JOGL Development / few questions about native window on: 2009-07-17 06:57:05
Hello!

I'm developing a 2D game, and i'm a little bit confused about this jogl 2.0. I used GLCanvas in a JFrame instance using FPSAnimator several years ago, but i'm not sure if i understand the native window concept.
Is there any way to limit the FPS of a native window?
I haven't found a good tutorial for 2.0. Is there any available?

Thanks in advance!
8  Java Game APIs & Engines / JOGL Development / Re: jogl-2.0-docs.zip not found on: 2009-07-15 05:47:36
Fixed, Thanks...
9  Java Game APIs & Engines / JOGL Development / jogl-2.0-docs.zip not found on: 2009-07-14 21:31:19
Hello,

Could anybody give me a right link to this document? http://download.java.net/media/jogl/builds/nightly/jogl-2.0-docs.zip
The one referenced by the jogl page cannot be found.

Thanks in advance!
10  Java Game APIs & Engines / Java Sound & OpenAL / No binary found for windows joal 1.1.3 on: 2009-07-14 09:57:33
Hello,

could anybody help me to find the joal 1.1.3 binary distribution for windows platform?


Tanks in advance!
11  Java Game APIs & Engines / Java Sound & OpenAL / Re: joal problem on leopard on: 2007-11-07 09:21:04
Sore, i make is tonight.
12  Java Game APIs & Engines / Java Sound & OpenAL / joal problem on leopard on: 2007-11-05 21:54:21
Hello,

i have a joal initializing code which worked on tiger )mac os x 10.4.10) but it doesn't work at Leopard (10.5)
When i run it, i think some thread problem appers, i see the "waiting" cursor and nothing happens, my jogl code doesn't get the control.


Here it is:

        deviiceName = "Core Audio";
        defauldDeviiceName =
                ConfigurationReader.getStringValueHandlingNull( ConfigurationReader.result, "openal_default" );


        alc = ALFactory.getALC();
        al = ALFactory.getAL();


        ALCdevice device;
        ALCcontext context;
        String deviceSpecifier;

        // Get handle to device.
        try{
            device = alc.alcOpenDevice( deviiceName );
        }catch(Exception e){
            device = alc.alcOpenDevice( defauldDeviiceName );
        }

        // Get the device specifier.
        deviceSpecifier = alc.alcGetString(device, ALC.ALC_DEVICE_SPECIFIER);

        System.out.println("Using device " + deviceSpecifier);

        // Create audio context.
        context = alc.alcCreateContext(device, null);
        // Set active context.
        alc.alcMakeContextCurrent(context);

        // Check for an error.
        if (alc.alcGetError(device) != ALC.ALC_NO_ERROR)
            return AL.AL_FALSE;


        return AL.AL_TRUE;
13  Java Game APIs & Engines / JOGL Development / Re: OpenGL® ES support? on: 2006-08-19 06:57:32
i read it in several articles. for example:
http://java.sun.com/javaone/sf/sessions/general/sun_friday.jsp
http://www.informit.com/weblog/index.asp?g=java&sort=&page=3&rl=1
http://blueboard.com/smalljava/archives/4
http://home.btconnect.com/hgi/ps3/blu-ray.html
http://www.informit.com/weblog/index.asp?g=java&sort=&page=3&rl=1
14  Java Game APIs & Engines / JOGL Development / Re: OpenGL® ES support? on: 2006-08-18 21:57:22
Thanks, Ken!

i was very concerned, i read papers and articles all day, and i saw suspicions about Sony PS3 software technology. They talked about a Java VM in the linux OS in PS3.
Have You any information about this? Will it a JSR 239 implementation?
15  Java Game APIs & Engines / JOGL Development / Re: OpenGL® ES support? on: 2006-08-18 14:36:51
I read, that PS3 will support OpenglES1.2 + CGs...

My question was theoratical actually. Smiley

on the JSR 239 page ( http://jcp.org/en/jsr/detail?id=239 ), i read this:
"much of the work derived from JSR 231"
So, this package is built on JOGL?

16  Java Game APIs & Engines / JOGL Development / Re: OpenGL® ES support? on: 2006-08-18 12:00:38
THanks,

what if, i have to use OpenglES 2.0? i haven't found an implementation but for 1.0(fixed pipelines).
using gluegen, could it be easy?


17  Java Game APIs & Engines / JOGL Development / OpenGL® ES support? on: 2006-08-18 11:51:07
Hello,

i read about OpenGL® ES, and i'm a little bit confused...
is it an opengl-based api?
can jogl support it?


Thanks...
18  Java Game APIs & Engines / JOGL Development / Re: speed difference between int[] and IntBuffer? on: 2006-08-05 14:16:08
Thanks...

one off-topic question, if you don't mind...

if i'm rendering a lot of geometry (400 tree and terrainpieces), and the JProfiler found the bottleneck: the calls of glDrawRangeElements (96% of cpu usage).
I'm using indexed VBO-s (no nio buffers), triangle_strip models (using nvtristrip).
How can i specify the exact speed problem? How can i interpret this bottleneck? i have a lot of data transfering between cpu and gpu?
If i rewrite the renderer code in my engine, to nio buffers, i receive no performance speed-up?

i read all performance-papers from ati and nvidia and opengl.org, but i don't know what to do with glDrawRangeElements problems...

19  Java Game APIs & Engines / JOGL Development / Re: speed difference between int[] and IntBuffer? on: 2006-08-05 10:53:20
Please Ken,

clear it up to me too. I'm very confused.
for example: i want to load a model,
a read it's data to a normal Java structures, then i create vbos from them (int[]) and in the rendering circle
using gl.glBindBuffer( GL.GL_ARRAY_BUFFER , vertexVBO[0] );  and then
gl.glVertexPointer( 3, GL.GL_FLOAT, 0, 0 );

if i'm using NIOBuffers, i haven't to use glBindBuffer, just
gl.glVertexPointer( 3, GL.GL_FLOAT, vertexBuffer );
this statement.

is it correct?

Why should i use NIOBuffers, if it doesn't result better performance?

by the way, if i create buffers like this:
FloatBuffer buff = BufferUtil.newFloatBuffer( data.length );
        buff.put( data );
        buff.rewind();

is it correct? when should i use direct or indirect options? or byteorder?



Thanks for your patience Smiley
20  Java Game APIs & Engines / JOGL Development / speed difference between int[] and IntBuffer? on: 2006-08-04 21:53:12
Hello,

is there any speed difference using 'normal' int arrays to store buffers pointers or using IntBuffers? glDrawRangeElements for exaple...


Thanks...
21  Java Game APIs & Engines / JOGL Development / Re: How to get the max fsaa value supported by the video card? on: 2006-07-22 14:00:29
thanks.
i have the rendering problem with 2x fsaa too
10% of program starting ends with failure... this "effect" occurs only in fullscreen mode. strange...
22  Java Game APIs & Engines / JOGL Development / How to get the max fsaa value supported by the video card? on: 2006-07-22 13:04:49
Hello,

i use fullscreen rendering in my game engine, and when i want to use 6x fsaa. the window is black, it wont start to draw anithing, the renderer object doesn't run at all.
With 4x,2x,1x fsaa the rendering is running without a problem.

How can i get the max fsaa value supported by the video card? (i have a NVidia 7600GT)


Thanks...
23  Java Game APIs & Engines / JOGL Development / question about speed of gl.glDrawRangeElements on: 2006-06-11 17:33:08
Hello,

i used gl.glDrawRangeElements( GL.GL_TRIANGLE_STRIP, 0, group.numIndices, group.numIndices, GL.GL_UNSIGNED_INT, buffer ) method with java.nio.buffers, and later i changed it to gl.glDrawRangeElements( GL.GL_TRIANGLE_STRIP, 0, group.numIndices, group.numIndices, GL.GL_UNSIGNED_INT, 0 )  using VBO.
The speed doesn't chaged at all...
I thought that the Buffers are in the system's memory, and the VBO-s are stored in the video memory...

Using VBO against Buffers should it be faster and the bottleneck is somewhere else?

Any idea could be helpful...
24  Java Game APIs & Engines / JOGL Development / Should I replace the array based openGL calls to the Buffer-based version? on: 2006-06-07 06:18:17
Hello!

I migrated my game engine from jogl 1.1.1 to JSR-231, it's a big code-jungle.
I use the array based version of the methods (glVertexPointer). Should I rewrite my code to buffer based version? Will itt speed up anything significally?

Thanks...
25  Java Game APIs & Engines / JOGL Development / rewind() but when on: 2006-05-07 08:14:31
Hello,

i'm poting my game engine from jogl1.1.1 to jsr231 and my question is when should i use the rewind method? allways?
when want to use buffers to fill model matrices? or when i want to use glsl codes?
call it once or every time, when i modeify the buffer's content?
what does the rewind make exactly? and the order methods?


Thanks...
26  Java Game APIs & Engines / Tools Discussion / Re: A good scripting language for java games on: 2006-04-16 07:51:08
Hello, i'm using java 1.6.0 betas, and there is a Javascript engine built in the Java.
The Javascriupt code can communicate with Java codes(f.e.:call Java methodes, instantiating, etc.) and the Java code can communicate with the Javascript code (f.e.:change some settings, class javascript routines, etc.). So there is full interoperability.

I think, it's fast enough (inner compiling...), and it's an officially built in full-features script language.

I'm using it in my game project.

Sorry for my bad english.
27  Java Game APIs & Engines / JOGL Development / Re: how to port from jogl1.1.1 to jogl jsr231? on: 2006-03-10 00:12:37
Thanks a lot!
28  Java Game APIs & Engines / JOGL Development / how to port from jogl1.1.1 to jogl jsr231? on: 2006-03-09 15:09:54
Hello,

i have a game engine using jogl 1.1.1. How can i port it to JSR-231 easily? I'm using VBO, GLSL shaders, etc. Is there a well-documented way to perform the changes?

Thanks...
29  Java Game APIs & Engines / Tools Discussion / Re: Anyone using Blender now? on: 2006-03-04 07:02:27
Hello,
We are using Blender now. We tried the 3Ds Max, Maya, Gamspace too. The Blender is a full-featured 3D modeller, great user interface. Now, that is the only software in use. It is comfortable for anything: modelling, animating, and the it's unwrapping technique is amazing, really amazing...
Insalling is simple, just a 2.4 python is needed. Open-source? hmmm..... it is much better and intuitive than any commercial modeller.
Details: All models are exported in obj, collada and custom formats using python scripts.
30  Discussions / Community & Volunteer Projects / Re: Interested in java gaming project ... on: 2006-01-27 12:03:20
Hello,

interesting Java-knowledge. Wow...
Do you like 3D turn-based strategies like Heroes? Please, have a look at: www.blazis.hu
If You are interested in a game development like this, feel free to contact me (email on the web page)

Thanks.
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