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1  Java Game APIs & Engines / JOGL Development / Porting JOGL to J2ME on: 2004-01-14 22:49:22
Hi,

I am wondering if someone has already done that? If not is it straightforward to do so and what would be the obstacles?

thanks
-aaron
2  Java Game APIs & Engines / JOGL Development / X11 problem on: 2003-11-24 21:04:45
Hi,

My Java OpenGL application works fine on Windows and Mac platform but fails on X11 with the following stack trace:

at net.java.games.jogl.impl.JAWT_DrawingSurface.GetDrawingSurfaceInfo0(Native Method)
     at net.java.games.jogl.impl.JAWT_DrawingSurface.GetDrawingSurfaceInfo(JAWT_DrawingSurface.java:42)
     at net.java.games.jogl.impl.x11.X11OnscreenGLContext.lockSurface(X11OnscreenGLContext.java:167)
     at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:108)
     - locked <0x454c3040> (a net.java.games.jogl.impl.x11.X11OnscreenGLContext)
     at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
     - locked <0x454c3040> (a net.java.games.jogl.impl.x11.X11OnscreenGLContext)
     at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:105)
     at java.awt.Component.setBounds(Component.java:1665)
     at java.awt.BorderLayout.layoutContainer(BorderLayout.java:683)
     - locked <0x4532e518> (a java.awt.Component$AWTTreeLock)
     at java.awt.Container.layout(Container.java:1017)
     at java.awt.Container.doLayout(Container.java:1007)
     at java.awt.Container.validateTree(Container.java:1089)
     at java.awt.Container.validate(Container.java:1064)
     - locked <0x4532e518> (a java.awt.Component$AWTTreeLock)
     at java.awt.Window.show(Window.java:455)
     at java.awt.Component.show(Component.java:1134)
     at java.awt.Component.setVisible(Component.java:1089)


I read through the newsgroup and have a conjecture that Xlib is not properly initialized for multi-thread programming. The function is caleld XInitThreads and when I do a strace it didn't show up. Should it be included as the first call in the X11 JOGL port?

Thanks
Aaron
3  Java Game APIs & Engines / JOGL Development / Re: different jogl.jar for different platforms on: 2003-11-20 23:56:09
I am confused. Where can I download the "super jogl.jar" ?
I clicked on the link     *  Precompiled binaries and documentation

and only found platform dependent download.

And where can I file the RFE  ?? A web link would be very much appreciated!

Aaron
4  Java Game APIs & Engines / JOGL Development / different jogl.jar for different platforms on: 2003-11-20 22:28:50
Hi,

I am deploying my Java OpenGL app to different platforms and notice that JOGL has different jar files for each one of them. Is there any way to consolidate into one single jar file? Thanks

Aaron
5  Java Game APIs & Engines / JOGL Development / Re: glVertexPointer NIO problem on: 2003-11-12 01:43:26
Here's my code to set the array:
where the varray is a set of {x,y,z} and tarray is a set of {s,t}

  public void setVertexArrayPtr(float[] varray)              {
      FloatBuffer f = net.java.games.jogl.util.BufferUtils.newFloatBuffer(varray.length);
      f.put(varray);
      gl.glVertexPointer(3, GL.GL_FLOAT, 0, f);
  }
  public void setTextureArrayPtr(float[] tarray)             {
      FloatBuffer f = net.java.games.jogl.util.BufferUtils.newFloatBuffer(tarray.length);
      f.put(tarray);
      gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, f);
  }

Am I calling it correctly?
Aaron
6  Java Game APIs & Engines / JOGL Development / glVertexPointer NIO problem on: 2003-11-11 22:56:27
Hi,

I am using the glVertexPointer with JOGL which in turn uses the new NIO feature in JDK 1.4 (as opposed to float[] in gl4java) to setup the vertex array. Occasionally (>50%) I will get EXCEPTION_ACCESS_VIOLATION error in the native code when executing net.java.games.jogl.impl.windows.WindowsGLImpl.glArrayElement(Native Method)

Since I am new to NIO, is there anything I should look out for? I am porting my project from gl4java so the original code works fine.

Thanks and appreciate for any suggestions.
Aaron

7  Java Game APIs & Engines / JOGL Development / Windowless offscreen rendering on: 2003-11-10 23:39:52
Dear all,

First of all I would like to thank you for all your efforts to make JOGL a wonderful OpenGL Java binding and I like it a lot.
I would love to see more user guide or documentation about the internal architecture.
For example, I am currently doing offscreen rendering using pbuffer but it seems I still need to attach a canvas to the window system. Is there anyway to do it without windowing system (i.e. no Frame just console command line?)

I learn from Ken Russell that I can make a zero size frame without decoration but still I wonder if there's a way to do  offscreen rendering without a window system at all.

Thanks
Aaron
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