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1  Java Game APIs & Engines / OpenGL Development / Re: I Hate My Graphics Card Because... on: 2003-07-31 18:03:27
Quote
Ach, they don't support OpenGL unfortunately.  The UtahGLX guys seem to have embryonic Savage/IX support, but they aren't overly interested in it and apparently their support is no faster than software MesaGL.

I also found an S3-supplied X-Server binary, but no OpenGL support there either, just accelerated 2D.

Looks like I'm confined to WinME until I decide to buy a new laptop! Cry



Are you sure? I definitely got lwjgl running under linux  on my toshiba....
2  Java Game APIs & Engines / OpenGL Development / Re: I Hate My Graphics Card Because... on: 2003-07-30 17:01:29
Quote
Ah, now that's interesting!  I must track them down.

(Also, power management should be a lot better under kernel 2.6.  Nice!)



Here it is:
http://www.probo.com/timr/savage40.html

Be aware though - I didn't test the drivers  throughly so I have no idea what performance or stability in the long run is.


Kalle
3  Java Game APIs & Engines / OpenGL Development / Re: I Hate My Graphics Card Because... on: 2003-07-27 12:48:58
IIRC there someone is still developing the linux drivers for the S3 IX (which is installed on my Portegé 3480). They worked perfectly for me but I switched back cause I could not get power management to work correctly.


/Kalle
4  Java Game APIs & Engines / OpenGL Development / Re: Problem with events &  Linux MDK 9.1 on: 2003-06-05 17:48:05
Okay, Elias helped me with this problem.

I had just forgotten to call gl.tick() in my conversion to 0.6.  Thanx Elias!


/Kalle
5  Java Game APIs & Engines / OpenGL Development / Re: Problem with events &  Linux MDK 9.1 on: 2003-06-03 19:40:48
Look again

Its right there, inside the println statement (okay not good coding practice but I put it there for debugging).

Look for this line in the constructor:

System.out.println("Keyboard buffer size:" + Keyboard.enableBuffer());

/kalle
6  Java Game APIs & Engines / OpenGL Development / Problem with events &  Linux MDK 9.1 on: 2003-06-03 18:54:38
Hi!

I have a problem with my keyboard event code with lwjgl 0.6 under linux. The code in question worked perfectly under win32 using lwjgl 0.5 so I'm not sure what I'm doing wrong here.

Here is how I handle the keyboard events:



How I create the keyboard:
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   public GameHandler() {


      // Create a new gl window
      glWin = new GLWindow(Preferences.width, Preferences.height, Preferences.bpp, true);
      this.gl = GLWindow.gl;
    Renderer.init(GLWindow.gl);
     
      // Get time timer resolution (ie ticks/sec)
      timerRes = Sys.getTimerResolution();

      // Create native keyboard binding and create an event buffer
      try {
          Keyboard.create();      
            Mouse.create();
          System.out.println("Keyboard buffer size:" + Keyboard.enableBuffer());
      } catch(Exception e) {
          System.err.println("Could not create keyboard for the rendering window" + e);
      }


And here is the keyboard processing method called from my main loop:
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 public void processKeyboard() {
       
      Keyboard.read();
       
      for(int i = 0; i < Keyboard.getNumKeyboardEvents(); i++) {
            Keyboard.next();
          keys[Keyboard.key] = !keys[Keyboard.key];
      }
     

      if(keys[Keyboard.KEY_ESCAPE]) {
          finished = true;
      }
    }


My problem is that I never recieve *any* keyboard events, getNumKeyboarEvents always retun 0 (or less I don't know). I haven't tested it throughly, but Mouse events doesn't seem to make their way either...

Suggestions?


/Kalle
7  Java Game APIs & Engines / OpenGL Development / Re: sigh on: 2003-05-24 13:49:24
I've seen some discussion on how to get LWJGL running under Linux.  On my box running MDK 9.1 i just throw in all the so:s in the same dir as the app and then do a:

LD_LIBRARY_PATH = .
export LD_LIBRARY_PATH

java -cp lwjgl.jar MyCoolApp

Thats it!

You can set LD_LIBRARY_PATH to any path that points to the dynamic libs, not just '.' If your system uses LD_LIBRARY_PATH a more gentle command might also be:

LD_LIBRARY_PATH = $LD_LIBRARY_PATH:/path/to/libs
export LD_LIBRARY_PATH

I usually just set up a shellscript with the above contents that  run the above and then start the app.

Good Luck all Free people with Free OS:s Smiley

Kalle






Quote
That's just it - I was suspicious of it not working exactly because it _shouldn't_ be my job. The library path is where java looks for native libs (including the lwjgl library), and lwjgl has nothing to do with the way the path is searched nor how the lib is loaded. Another thing would be the loading of the openal and gl library, which Matzon had to tweak to make it work with java.library.path.

But I'm glad it works.

- elias

8  Java Game APIs & Engines / Java 2D / Re: LWJGL Tutorials on: 2003-05-21 07:51:02
You've seen GAGE?

http://java.dnsalias.com

I think you'll find it easier than LWJGL if you're used to Java2D.

/kalle
9  Java Game APIs & Engines / Java 2D / Re: GAGE Engine Early Access on: 2003-04-03 15:53:32
After taking a look at the API, I started a discussion at the JOSRTS forums:

http://www.josrts.org/cgi-bin/ikonboard/ikonboard.cgi?s=ed8bf91562d37c5bce7f17e0c5f86d7e;act=ST;f=2;t=200

For the sake of less complexity, development speed and ease of coding, I've proposed a game API library change, it will be interesting to see what direction the discussion will take.

Cheers

Kalle
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