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1  Java Game APIs & Engines / JOGL Development / Re: Experiences of migrating from JOGL 1.1.1 to JSR231 on: 2006-08-02 11:44:19
As I migrate my application to JSR231, I have a question about [size=10pt]nio.Buffer[/size] performance. In many cases (e.g.  [size=10pt]glLightfv()[/size]), I have a choice to use a primitive array with the extra 0 offset parameter or to supply an [size=10pt]nio.Buffer[/size]. Is there much of a performance hit in wrapping an array in an [size=10pt]nio.Buffer[/size]? While I can't imagine it would be faster to supply the [size=10pt]nio.Buffer[/size], there are some cases where the type of array is not specified (e.g. [size=10pt]glReadPixels()[/size]) and so I am forced to provide one.


2  Java Game APIs & Engines / JOGL Development / Reporting ATI workaround to standard error output on: 2004-11-13 14:01:09

Would it be possible in the next release not to report the 'ATI workaround' message to standard error output? I would have mentioned this when beta 5 was released, but I seem to recall a message that said this going to be removed from stderr in the next release (apologies if I misunderstood).

I personally have no problem with it being reported to stdout, but my application at least, captures all stderr output and informs the user of an error. Given that this is really just an information message, it makes sense to me to report to stdout if at all.


3  Java Game APIs & Engines / JOGL Development / Re: jogl applications on: 2004-10-17 09:29:24
I quite happily mix the hardware accelerated Canvas with Swing components. I tend not to use popup menus, but Swing JMenus from the surrounding JFrame that overlap the Canvas don't appear to cause any problems. This used to cause problems when I used GL4Java, but with JOGL, things seem fine.

To see my application, which allows landscape models to be viewed in 3D, see

4  Java Game APIs & Engines / JOGL Development / Re: Starting with JOGL, what do I have to download on: 2004-08-10 05:29:35
I place jogl.dll and jogl_cq.dll in the base directory of the Java application that uses it. I also put jogl.jar in the same directory and point to it with a -classpath setting when running my java app.

This has the major advantage for distribution of not requiring any administrative rights, ensuring the entire Java application and resource files can be contained within a single directory tree and of keeping the Java distribution 'clean'. It has the disadvantage of requiring multiple instances of the 3 jogl files for each application that uses them.

5  Java Game APIs & Engines / JOGL Development / Re: GLCapabilities and Jogl 1.1 (beta 5) on: 2004-08-10 05:22:20
Thanks for that.

I had stupidly been confusing the depth buffer setting with the colour depth. As you suggest, it works fine with a 24 bit depth buffer and RGBA values of 8 bits each.

It is interesting that Jogl 1.1 responds to inappropriate capabilities settings in a different (and improved) way to 1.0. Better to default to software rendering mode to implement capabilities that cannot be handled by the graphics hardware than silently fail to implement an inappropriate capabilities setting.

6  Java Game APIs & Engines / JOGL Development / GLCapabilities and Jogl 1.1 (beta 5) on: 2004-08-09 12:50:40
I have been happily using Jogl 1.0 for my Java terrain analysis software for 8 months now without problems. I have just tried using the 1.1 beta 5 release with the same Java code that has previously worked. Jogl 1.1 now seems to throw my application into software rendering rather than hardware acceleration as it used to. I am currently testing it with an ATI Radeon 9800 XT.

It would seem to be that this is due to the GLCapabilities I select. If I create a new GLCapabilities object, it defaults to 24 bit colour, hardware acceleration. This works fine and uses the ATI hardware. However, my application needs 32 bit colour (uses the alpha channel). If I force 32 bit colour (as I always used to), Jogl does not complain, but rendering is in software only.

I understand that there are some API changes to the GLCapabilities in the 1.1 release, but as far as I can see from the documentation, this should not cause the problem I describe. Can anyone help me by suggesting the best way to set the GLCapabilities I require on a platform that I know supports them? For the record, this is the code I am currently using to set the capabilities:

    GLCapabilities desiredCaps = new GLCapabilities();
       // Specific desired capabilities.
       desiredCaps.setRedBits(8);                  // 32-bit RGBA colour.
       desiredCaps.setStencilBits(0);            // No stencil buffer required.
       desiredCaps.setAccumRedBits(0);          // No accumulation buffer required.
       glComponent = GLDrawableFactory.getFactory().createGLCanvas(desiredCaps);

Thanks very much,

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