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1  Java Game APIs & Engines / Java 2D / Animated GIF Metadata on: 2008-12-06 16:19:53

I'm trying to access the metadata within an animated gif.  I need the individual frames so I can extract them as sprites.  I'm also interested in the frame times if that's accessible.

I've used an ImageReader to get individual frames, but when I call I get the differences in a transparent bitmap.  I'd like the composed frame, as ImageIcon renders it (if I just stick the gif anim in there directly).  I'm wondering how to either get the composed frame or the meta data that describes it.

2  Games Center / Archived Projects / Re: DROID ASSAULT alpha on: 2008-04-21 17:47:07
Nice game - like the style and graphics.  Quick feedback is that it's very difficult to capture a droid with a keyboard/trackpad setup - placing the cursor becomes quite a bit harder.  Maybe have an option to lock onto the nearest enemy when capturing?

3  Java Game APIs & Engines / Java 3D / Re: Create executable jar file for java3d on: 2008-03-18 13:39:41
I've only ever used launch4f (  Has both command line and gui versions.  Really is quite nice.

4  Java Game APIs & Engines / JOGL Development / Re: JavaFX in JOGL Overlay? on: 2008-03-13 19:30:06
Probably possible. The main issue will probably be event redispatching. The Overlay is really just a graphical overlay and doesn't have the concept of dispatching mouse events to the visual elements that are drawn in it.

At this point I'm thinking that the best interoperability mechanism will be to drop a GLJPanel into the Scenario scene graph. Unfortunately thinking about this I am pretty sure that if you turn on the Java 2D OpenGL pipeline, and therefore the Java 2D / JOGL bridge, you will get incorrect rendering results.

We'll continue to investigate this within Sun and will post with updates.

Was just looking at Scenario - looks nice.  I've done a fair it of work with Piccolo/Jazz previously, and like the idea of it utilising the graphics hardware.

The way I would envision using this is that any 2D work (mainly custom UI, menus, etc.) would be handled by Scenario and/or JavaFX at some point (which I understand will use Scenario anyway), and my own 3D gl calls happening on the layer below.  All of this would occur within one canvas, and both jogl and scenario/javafx sides would play nicely together.  Hopefully this will be achieved.

Looking at integrating the two though, why is there not one basic opengl canvas?  Is it entirely unrealistic to have one canvas type, rather than talking about putting a GLJPanel into a Scenario graph?
5  Java Game APIs & Engines / JOGL Development / Re: TextRender, Origin and GLEventListener Model Questions on: 2008-03-07 00:41:01
Thanks.  I haven't had a chance to play much with it lately, so I'll provide feedback when I can :-)
6  Java Game APIs & Engines / JOGL Development / JavaFX in JOGL Overlay? on: 2008-03-07 00:39:14
Hi, before I look into JavaFX a bit more, I'd like to know if it would be possible, and if so efficient, to use JavaFX to create a nice gui for display in a jogl Overlay.  It would seem to be a nice way of implementing a slick ui for game work.

Fingers crossed....

7  Java Game APIs & Engines / JOGL Development / TextRender, Origin and GLEventListener Model Questions on: 2008-02-24 12:54:05
Hi, I've a games developer looking to use jogl (or something similar) for prototyping of personal projects.  I've got a couple of questions:

 - The origin in screen coords is the bottom left.  I prefer to use the top left.  Is there a simple way of changing this?  If not, I feel this would be a pretty useful addition.

 - I've used the TextRenderer class to render some stats to my hud.  For layout it's pretty fundamental to know the bounds of the string you're going to display, but to do this, I apparently have to call getBounds separately with the string, and later pass the same string to the textrenderer.  Is this optimal?  Other text code I've used separate the setting of text (which computes the layout) from the rendering.  This allows you to then use the bounds information for layout without incurring any extra cost.

 - Looking at the the model of GLEventListener, it has an init and display callback, but no update.  I would ordinarily break a frame into repeated update, display calls in the main thread for anything renderable, so for now I'm simply calling updates at the start of my display call for my main Display class.  How does this compare to the intended model?

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