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1  Games Center / Archived Projects / Nice job on: 2004-07-29 05:06:29
Dear Erikd,
1943 simply rocks!  Grin
We spent some time in my lab to re-play it  Wink
Very cool job  Cool
2  Java Game APIs & Engines / Xith3D Forums / Re: OK UI package now ported to SWT ! ! ! on: 2004-06-24 06:37:13
Hmmm...SWT is also present under MacOS but as you might see from the Eclipse project website there's still place for large improvements  :-/
Anyway I just did use to bind SWT with LWJGL: This way ANY application running on top of LWJGL can automatically render into a SWT Canvas.
That basically means that if Xith3D uses LWJGL 0.9 (with SWT support) then you can create a trivial SWT Shell including the usual menus, buttons and a SWTCanvas.
This class is derived from the SWT Canvas in order to support custom OpenGL rendering in it  Wink
3  Java Game APIs & Engines / Xith3D Forums / Re: OK UI package now ported to SWT ! ! ! on: 2004-06-23 15:01:56
I completely agree with Cas...if you want to use SWT you HAVE to use LWJGL, because it has a damn good SWT binding...it's sure?
How can I be so sure about it?  Huh
Because I coded that damn binding  Grin
If you are interested in any info about it feel free to ask me...currently it works on Windows but someday (when my PhD projects are over  Roll Eyes ) it will work on Linux, too  Smiley


4  Java Game APIs & Engines / OpenGL Development / Re: forum.lwjgl.org on: 2004-04-06 14:28:00
It doesn't work here...with none of your provided IPs.
Of course puppygames doesn't work too  Sad
5  Java Game APIs & Engines / OpenGL Development / Re: GLU on: 2003-12-19 08:25:06
First of all I believe that having GLU is VERY useful...as Elias pointed out having gluPerspective() and the others is very useful  Grin
Anyway I think that to keep in sync with the current LWJGL notation for GL you should plan something like GLU.gluPerspective etc., where each method is static.
That should enable us (when JDK 1.5 will be out) to just call gluPerspective() in the good old C-style fashion  Wink
6  Java Game APIs & Engines / OpenGL Development / Re: SWT and LWJGL... on: 2003-12-18 08:39:05
OK...I'm gonna send you the code tomorrow as soon as I'm able to get a couple of examples finished  Grin
I have got a very simple one but I'm trying to realise something using SWT layouts.
7  Java Game APIs & Engines / OpenGL Development / Re: SWT and LWJGL... on: 2003-12-18 06:06:04
Well...it works something like this:

1. I created a org.lwjgl.opengl.GLCanvas (it's an extension of a SWT Canvas holding the HGLRC and the hDC).
2. I created a few native methods to create/dispose contexts and to swap buffers and switch context (i.e. to another canvas).

I tried, even in the C++ code, to be as close to LWJGL-style as possible.
Anyway I can comment the C++ and Java code a bit more and send you all the stuff  Grin
8  Java Game APIs & Engines / OpenGL Development / SWT and LWJGL... on: 2003-12-17 14:50:01
Hi everybody,
I don't know if there's anybody out there interested in the subject but I added some code to LWJGL 0.8 (leaving its API intact I just extended it) to make it work into a SWT Canvas.
If somebody thinks that's useful code I can comment it a bit more  Grin and release it.
I finished the Windows version of it and the Linux one should be completed in a few days, but I won't be able to implement a Mac one 'cause I ain't got a Mac  Wink
Bye,
9  Java Game APIs & Engines / OpenGL Development / Re: Odd culling behavior under Linux on: 2003-03-26 04:31:41
Hi elias, I took two screenshots from one of the "weird" linux demos Wink All the demos where you get a rotating cube with some textures on, behave basically the same!
It seems like we both are right: some faces seem to disappear cause of uncorrect normals but even some others seem to have wrong z-values in the depth buffer.  
You can see the shots at:

http://ant1.di.uniba.it/lwjgl/04 (the correct one from 0.4 version)
http://ant1.di.uniba.it/lwjgl/05 (the wrong one from 0.5 version)

Hope I gave some help...  Wink
10  Java Game APIs & Engines / OpenGL Development / Re: Odd culling behavior under Linux on: 2003-03-25 10:29:15
Quote
Maybe, but that's even moere weird when it's the same demo.

- elias


Yeah...it sounded more like a reversed backface-culling problem to me, too  Grin
Anyway I'm gonna a take a snapshot of the "weird" demo as soon as I come back home...I'm currently at work.
I could also try to test what happens on another GeForce 2 in my laboratory...I'll give you more details as soon as possible.
11  Java Game APIs & Engines / OpenGL Development / Odd culling behavior under Linux on: 2003-03-24 12:33:32
Hi people, this is my first post...sorry, it's cause of a bug  Sad
I found out that running two examples in LWJGL 0.5 (under RedHat 8), namely Blending and Fog, the faces that should point outward point inward and viceversa. Running the same example in LWJGL 0.4 all is fine  Smiley
My system is a 800 Mhz Athlon, GeForce 2 Titanium, 384 Mb, latest nVidia drivers (GLX 1.0-4191 and kernel 2.4.18-18.8.0).
Did anyone else experiment this strange behavior?
Were the examples sources modified in the 0.5 release (but I don't think so)?!?
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