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1  Java Game APIs & Engines / Java Sound & OpenAL / Use of direct buffers when loading WAV files on: 2007-12-14 11:41:35
Each time you load a WAV sound file using JOAL you get a new direct buffer allocated?  Does this not create problems if you want (like I do) to repeatedly load sound files? 

Would JOAL work if the WAVLoader code allocated an indirect buffer instead?

2  Java Game APIs & Engines / JOGL Development / Re: Image pixels encoding / decoding not using BufferedImage etc on: 2007-09-22 12:49:48
Thanks for the replies!  I'll follow those up.  I ought to check out the Targa file format as well.
3  Java Game APIs & Engines / JOGL Development / Image pixels encoding / decoding not using BufferedImage etc on: 2007-09-21 21:58:56
This isn't quite a JOGL topic, but it's relevant to my use of JOGL. 

I'm interested in finding Java code which efficiently encodes / decodes an image stored just in a byte array.  The encoded form I want to use when I distribute my game, I have no interest in using it with Java2D only as data to load into an OpenGL texture.

The spur to this is how slow loading JPG / PNG images to OpenGL textures in Java is for me on a Mac, and I want to eliminate some of the overheads.
4  Java Game APIs & Engines / Java Sound & OpenAL / Re: setPitch getPitch on: 2007-09-02 18:12:50
Thanks for that - it looks like a frequency shift rather a pitch.  Might be very useful but I note there's limits on Linux at least on the possible values for AL_PITCH.
5  Java Game APIs & Engines / Java Sound & OpenAL / setPitch getPitch on: 2007-09-01 22:10:29
Can someone explain what setPitch and getPitch on the Source class can be used to do?  Tried surfing without finding much.  May not have searched on the right words of course.  Thanks!
6  Java Game APIs & Engines / JOGL Development / GLU Tessellating on: 2007-01-07 14:57:59
Suppose I want to tessellate shapes in a background thread.  Are the GLU tessellation methods usable outside of a current GL context? 

Are there any guarantees as to what handedness the tessellation chunks coming out of those methods will be?  Are they always clockwise?
7  Java Game APIs & Engines / Java 3D / Java3D and Wavefront Alias OBJ files on: 2006-10-17 14:02:36
I'm a little puzzled.  Java3D seems to tie materials to groups in OBJ files.  The online documentation I've read for OBJ files seems to say that groups and materials are orthogonal.

What is correct, or is this a difference?
8  Java Game APIs & Engines / JOGL Development / Re: JSR231 jnilibs for OSX build question on: 2006-09-03 14:50:55
Thanks for that.  The overnight builds of OSX universal jnilibs worked on a 10.3.9 OSX machine which I'm very happy about.
9  Java Game APIs & Engines / JOGL Development / Re: JSR231 jnilibs for OSX build question on: 2006-08-18 22:30:15
Many thanks for doing that, I am grateful for how responsive the JOGL team is.

I'm afraid I got busy on other fronts and have only just got back to this.  I will check out the latest build as soon as possible.  I did look at submitting a bug / enhancement request but couldn't work out how to enter it into Sun's system as Mac OSX is not a supported platform.
10  Java Game APIs & Engines / JOGL Development / Re: JSR231 jnilibs for OSX build question on: 2006-07-25 18:02:25
The problems I have are trying to build an OSX application using JOGL which will run on both 10.3 and 10.4.  A little related.

I used install_name_tool on OSX to change the jawt linking in libjogl_awt.jnilib thus:

     install_name_tool -change /System/Library/Frameworks/JavaVM.framework/Versions/1.5.0/Libraries/libjawt.dylib /System/Library/Frameworks/JavaVM.framework/Libraries/libjawt.dylib libjogl_awt.jnilib

"otool -L" on libjogl_awt.jnilib afterwards reported:

libjogl_awt.jnilib:
        /var/tmp//ccsgGBsf.out (compatibility version 0.0.0, current version 0.0.0)
        /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 11.0.0)
        /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0)
        /System/Library/Frameworks/JavaVM.framework/Libraries/libjawt.dylib (compatibility version 1.0.0, current version 1.0.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 88.1.5)

Ran a JOGL program successfully after that.  I'll aim to submit a bug / enhancement suggestion but for this area I rely on more knowledgeable people on the Apple Java mailing list.
11  Java Game APIs & Engines / JOGL Development / JSR231 jnilibs for OSX build question on: 2006-07-24 22:00:30
If you use "otool -L" on OSX against libjogl_awt.jnilib in the OSX universal beta5 build you get:

libjogl_awt.jnilib:
        /var/tmp//ccsgGBsf.out (compatibility version 0.0.0, current version 0.0.0)
        /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 11.0.0)
        /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0)
        /System/Library/Frameworks/JavaVM.framework/Versions/1.5.0/Libraries/libjawt.dylib (compatibility version 1.0.0, current version 1.0.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 88.1.5)

There is an argument that "libjogl_awt.jnilib" and other jnilibs should be linked against the most generic symlinks (for example libjawt.dylib should be referenced as /System/Library/Frameworks/JavaVM.framework/Libraries/libjawt.dylib)

Linking against the fully resolved targets may reduce the usefulness of the jnilibs.  They have to be used with Java 1.5 on OSX rather than 1.4 or 1.6 presumably.
12  Java Game APIs & Engines / JOGL Development / Re: Texture.getImageTexCoords() against Texture.getSubImageTexCoords() on: 2006-04-13 07:42:18
Great - thanks for the quick turnaround!  The new Texture classes do simplify life.
13  Java Game APIs & Engines / JOGL Development / Re: Texture.getImageTexCoords() against Texture.getSubImageTexCoords() on: 2006-04-12 18:15:58
See attached for the quickest test case I could put together.  There may be something in my assumptions about how these methods work.

14  Java Game APIs & Engines / JOGL Development / Re: Texture.getImageTexCoords() against Texture.getSubImageTexCoords() on: 2006-04-11 21:53:09
The image is non-square.  Judging by the texture coords which work GL_TEXTURE_RECTANGLE_ARB is being used.  This is on OSX using Gerard Ziemski's universal binary.  I will try to create a test case.
15  Java Game APIs & Engines / JOGL Development / Texture.getImageTexCoords() against Texture.getSubImageTexCoords() on: 2006-04-11 18:08:09
With JSR231-B03 when I called getImageTexCoords I got back (0,0,1,1) for a rectangular image.  When I called getSubImageTexCoords with the image 'dimensions' I got back what I was expecting.  The two methods seem to disagree.
16  Java Game APIs & Engines / JOGL Development / Re: Status of JOGL/JSR231 on OSX 10.4? on: 2006-04-06 07:56:25
Bottom line: The JSR231 version is working great on all my test platforms now (all JDK 1.4.2):

Thanks for posting that as I'm migrating to JSR231 on my Mac and it's good reassurance to hear it's working for you.

17  Java Game APIs & Engines / JOGL Development / Re: Status of JOGL/JSR231 on OSX 10.4? on: 2006-04-04 07:35:41

There are a couple of outstanding 10.4-specific bugs. The JDK's full-screen support does not seem to work with JOGL on 10.4; the same code works fine on 10.3.

Can you say a bit more about the problem with full-screen support?

I'm running 10.4 and full-screen seemed to work with a pre-JSR231 version of JOGL and Java 1.4.2.  Have yet to try JSR231 and Java 1.5 on OSX 10.4.
18  Java Game APIs & Engines / JOGL Development / Re: JOGL texture objects and java.nio buffer reclaiming on: 2006-04-03 21:41:16
Thanks for the reply!  Does a direct buffer get used when the texture is transferred from CPU memory to the graphics card?  If so is there an issue there?
19  Java Game APIs & Engines / JOGL Development / JOGL texture objects and java.nio buffer reclaiming on: 2006-04-03 09:02:02
I'm migrating my code to use the JSR-231 release, and would really like to use the new Texture classes.  Only I have considerable worries about the re-use of java.nio buffers.  From what I've read JVMs (or some JVMs) are not good at freeing memory allocated in unused buffers.

So is it feasible to use the new Texture classes if one's application is continually loading large textures?  Or after loading 100 such textures will one's Java process just hit out of memory conditions?
20  Java Game APIs & Engines / JOGL Development / Re: Recommendations sought for modelling landscapes on: 2005-12-19 14:47:23
Thanks for the feedback all!  Looks like I will try Terragen (as I had been thinking of.) 

I'll follow up those leads.
21  Java Game APIs & Engines / JOGL Development / Recommendations sought for modelling landscapes on: 2005-12-16 15:21:14
I want to generate a landscape in something like Terragen, convert it to polygons, and render it using JOGL.

Any recommendations as to landscape modelling programs, and how best to convert / import such a model into a JOGL program? 

Ideally I'd like to have buildings in the landscape, and also to use a OpenGL light source.
22  Java Game APIs & Engines / JOGL Development / Re: GL capability chooser on Mac OSX on: 2005-11-18 08:28:18
Thanks for the reply.  Everything works, I was just trying to dump out information from the capability chooser about the renderer one ended up with.  Like ensuring one wasn't getting software rendering?

I'm a happy user of JOGL.  Thanks for all the work on it.
23  Java Game APIs & Engines / JOGL Development / GL capability chooser on Mac OSX on: 2005-11-17 14:46:55
On Mac OSX is a capability chooser being used during JOGL initialisation?  On Windows my custom capability chooser gets called, on Mac OSX it doesn't.
24  Java Game APIs & Engines / JOGL Development / Panning images and glCopyPixels on: 2005-10-28 09:21:21
In theory should it be possible to pan through a large image by copying pixels from the front to the back buffer (with a shift applied) , and then drawing pixels for just a thin slice?

On Mac OSX I end up with a partially smeared image, as if something else is manipulating the buffers as well or the pixels are getting copied to the wrong place.  I haven't tried everything possible to fix this.  My code is single-threaded, JOGL tests as being double-buffered, this is running in a window rather than full-screen.  I'm curious to know if the theory is correct first before digging any deeper.
25  Game Development / Newbie & Debugging Questions / Suitable wording to cover redistribution of JRE and JOGL files? on: 2005-07-23 22:06:27
I'm doing a small Adventure game using JOGL.  Releases will include the JOGL libraries and on Windows the JRE.  What's the recommended wording I should stick in a README to cover the licence terms?

My current stab at this is in the Licence section in  http://www.alofmethbin.com/adventure/StrangeMovement/doc/README.html.

Thanks for any advice!
26  Java Game APIs & Engines / JOGL Development / Re: What is a typical value for GL_AUX_BUFFERS? on: 2005-06-17 21:02:15
Thanks for the feedback - sounds like it's not something I can necessarily rely on!
27  Java Game APIs & Engines / JOGL Development / What is a typical value for GL_AUX_BUFFERS? on: 2005-06-17 12:55:15
It'll be useful to me if there were two auxiliary color buffers to play with.  How many auxiliary color buffers might be expected?  I guess this is a "it depends" question but a rough feel would be appreciated.

Thanks for any advice!
28  Game Development / Newbie & Debugging Questions / Re: Packaging Java game for Windows distribution on: 2005-06-05 21:48:25
Thanks for the replies!  I've experimented a little with writing a launcher myself but this is something I hope to use what other people have done.

Don't think what I'm trying to do is suitable for Java Web Start.  It's going to run fullscreen for one thing, and there's a number of large images involved.  I'll take a glance at JGF.
29  Game Development / Newbie & Debugging Questions / Packaging Java game for Windows distribution on: 2005-06-05 16:38:48
Does anyone have recommendations for utilities to make Windows executables for running Java code, and for installers?

I'm writing a small freeware Adventure game-let in Java for Windows and Mac OSX.  Most Windows users expect more hand-holding than Mac users.
30  Java Game APIs & Engines / Java 2D / Re: Can one avoid BufferedImages being managed? on: 2005-05-27 05:08:46
Thanks for the responses people!  I'll make a note of the setAccelerationPriority() call - I'm likely to be on 1.4 for a while.
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