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1  Java Game APIs & Engines / JOGL Development / Re: Cannot find certificates on: 2009-08-18 17:51:59
It seems this is solved somewhere else:

http://forums.sun.com/thread.jspa?messageID=10792126&tstart=0
2  Java Game APIs & Engines / JOGL Development / Re: Cannot find certificates on: 2009-08-18 11:58:39
The problem also affects several of my users. If you have tried the application and it worked for you, revisiting it at a later time (after rebooting or restarting your browser) the exception often appears.
3  Java Game APIs & Engines / JOGL Development / Cannot find certificates on: 2009-08-14 14:56:12
I get an exception from my JOGL applet:

java.io.IOException: Cannot find certificates for JNLPAppletLauncher class

The applet is located here: http://www.ii.uib.no/vis/team/balabanian/project/ORVR.cgi

It usually happens after reloading the page. It works once and then stops working.
4  Java Game APIs & Engines / JOGL Development / Re: any chance to get the matrix? on: 2008-06-10 10:29:43
To get the current modelview matrix from OpenGL you can do this:


float[] modelviewMatrix = new float[16];

gl.glGetFloatv(GL_MODELVIEW_MATRIX, modelviewMatrix, 0);

5  Java Game APIs & Engines / JOGL Development / Re: JOGL Applets do not remain at a fixed position in browser window on: 2008-04-18 09:21:15
My problem was (almost) completely fixed with Service Pack 1 for Vista (still some flickering, but scrolling works).
6  Java Game APIs & Engines / JOGL Development / Re: JOGL Applets do not remain at a fixed position in browser window on: 2008-04-16 16:07:43
Thanks.

http://bugs.sun.com/view_bug.do?bug_id=6670586
http://bugs.sun.com/view_bug.do?bug_id=6675297
7  Java Game APIs & Engines / JOGL Development / Re: JOGL Applets do not remain at a fixed position in browser window on: 2008-04-15 18:57:14
What is the progress of this bug? I have the same problem on Vista64 with two different graphics cards. The graphics cards are ATI x1950pro and nVidia geforce8800gts.

I would just like to confirm the symptoms:
During scrolling in Opera the applet "window" stays put and the text scrolls under it, this does not happen in IE7.
In IE7 the applet flickers severly during scrolling.
8  Java Game APIs & Engines / JOGL Development / Re: Can't get glTexSubImage2D to update texture on: 2008-04-09 16:00:25
Try setting the level to 0.
9  Java Game APIs & Engines / JOGL Development / Re: Can't get glTexSubImage2D to update texture on: 2008-04-09 11:29:03
Are you using mipmapping?
10  Java Game APIs & Engines / JOGL Development / Re: Applet on: 2008-04-02 18:33:46
JOGL version mismatch.  Sad
11  Java Game APIs & Engines / JOGL Development / Applet on: 2008-04-02 18:17:50
Trying to run a JOGL applet from IntelliJ IDEA I get this error from the AppletViewer

Exception in thread "AWT-EventQueue-1" java.lang.UnsatisfiedLinkError
   at com.sun.opengl.impl.NativeLibLoader.loadLibraryInternal(NativeLibLoader.java:186)
   at com.sun.opengl.impl.NativeLibLoader.access$000(NativeLibLoader.java:49)
   at com.sun.opengl.impl.NativeLibLoader$DefaultAction.loadLibrary(NativeLibLoader.java:80)
   at com.sun.opengl.impl.NativeLibLoader.loadLibrary(NativeLibLoader.java:103)
   at com.sun.opengl.impl.NativeLibLoader.access$200(NativeLibLoader.java:49)
   at com.sun.opengl.impl.NativeLibLoader$1.run(NativeLibLoader.java:111)
   at java.security.AccessController.doPrivileged(Native Method)
   at com.sun.opengl.impl.NativeLibLoader.loadCore(NativeLibLoader.java:109)
   at com.sun.opengl.impl.windows.WindowsGLDrawableFactory.<clinit>(WindowsGLDrawableFactory.java:60)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Class.java:169)
   at javax.media.opengl.GLDrawableFactory.getFactory(GLDrawableFactory.java:106)
   at javax.media.opengl.GLCanvas.chooseGraphicsConfiguration(GLCanvas.java:520)
   at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:131)
   at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:90)
   at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:83)
   at minigneis.MiniGneis.init(MiniGneis.java:21)
   at org.jdesktop.applet.util.JNLPAppletLauncher.startSubApplet(JNLPAppletLauncher.java:1904)
   at org.jdesktop.applet.util.JNLPAppletLauncher.access$200(JNLPAppletLauncher.java:658)
   at org.jdesktop.applet.util.JNLPAppletLauncher$5.run(JNLPAppletLauncher.java:1269)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
   at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)
Caused by: java.lang.ClassNotFoundException: org.jdesktop.applet.util.JNLPAppletLauncher
   at java.net.URLClassLoader$1.run(URLClassLoader.java:200)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
   at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:276)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:251)
   at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:319)
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Class.java:169)
   at com.sun.opengl.impl.NativeLibLoader.loadLibraryInternal(NativeLibLoader.java:171)
   ... 27 more
12  Java Game APIs & Engines / JOGL Development / Re: TextRenderer speed on: 2008-04-02 16:08:58
I was in the process of making a test case when I retried setting setUseVertexArrays(false)   and now it was fast.  Huh
13  Java Game APIs & Engines / JOGL Development / Re: TextRenderer speed on: 2008-03-28 10:24:37
I updated to the current nightly build and tried setting setUseVertexArrays(true/false) but the results are the same.
14  Java Game APIs & Engines / JOGL Development / Re: TextRenderer speed on: 2008-03-28 09:41:19
If I don't call flush() then the translate and rotate transformations are not applied to each letter.
15  Java Game APIs & Engines / JOGL Development / Re: TextRenderer speed on: 2008-03-27 18:23:46
I reworked the algorithm to only call begin3DRendering() and end3DRendering() once for all labels, but there is no improvement on speed.

I profiled the application using JProfiler and it seems more than half of the slow rendering time is spent in flush()
16  Java Game APIs & Engines / JOGL Development / Re: TextRenderer speed on: 2008-03-26 21:16:43
I do this for each label:

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private void renderLabel(GL gl, TextRenderer textRenderer, String label, float[] color) {
        gl.glPushMatrix();
        textRenderer.setColor(color[0], color[1], color[2], color[3]);
        textRenderer.begin3DRendering();

        float maxW = 0.0f;
        float span = 0;
        for (int i = 0; i < label.length(); i++) {
            float w = textRenderer.getCharWidth(label.charAt(i));
            if (w > maxW) {
                maxW = w;
            }
            span += w;
        }


        float angle = span * 180.0f / 2500.0f;
        float step = angle / span;
        float rotate = 0.0f;
        gl.glRotatef(-(180.0f - angle) / 2.0f, 0, 0, 1);

        for (int i = 0; i < label.length(); i++) {

            char c = label.charAt(i);
            float w = textRenderer.getCharWidth(c);

            gl.glPushMatrix();

            gl.glRotatef(-rotate, 0, 0, 1);
            gl.glTranslatef(-0.86f, 0, 0);
            gl.glRotatef(90, 0, 0, 1);
            textRenderer.draw3D("" + c, 0, 0, 0, 0.001f);
            textRenderer.flush();
            gl.glPopMatrix();
            rotate += step * w;
        }

        textRenderer.end3DRendering();
        gl.glPopMatrix();
}


TextRenderer is made once. The code is not optimal and there are some magic numbers but this was the only way I could make it work
17  Java Game APIs & Engines / JOGL Development / TextRenderer speed on: 2008-03-26 17:47:40
I'm rendering approximately 150 different labels where each letter is rendered on a curve. My solution has been to render each letter separately but this is horribly slow (4 fps). Is there any way of speeding this up?
18  Java Game APIs & Engines / JOGL Development / Re: glslDevil on: 2008-02-27 13:58:21
Thank you for that tip.  Smiley
But ShaderDesigner doesn't seem to be as powerful as glslDevil. glslDevil lets you step through your code and inspect variables while your program is running.
19  Java Game APIs & Engines / JOGL Development / Re: glslDevil on: 2008-02-27 11:04:15
I have tried gDebugger succesfully as well, and is a very useful tool. gDebugger, however, does not support debugging of glsl programs.
I would like to find out if it is glslDevil or JOGL that is the problem.
20  Java Game APIs & Engines / JOGL Development / glslDevil on: 2008-02-27 09:12:44
http://www.vis.uni-stuttgart.de/glsldevil/ is a free program to debug glsl code. Has anyone tried it succesfully with JOGL?
21  Java Game APIs & Engines / JOGL Development / Re: ByteBuffer issue on: 2008-01-12 11:34:47
Looks like this is my issue:

Quote
GL_RGBA
Each pixel is a four-component group: for GL_RGBA, the red component is first, followed by green, followed by blue, followed by alpha. Floating-point values are converted directly to an internal floating-point format with unspecified precision. Signed integer values are mapped linearly to the internal floating-point format such that the most positive representable integer value maps to 1.0, and the most negative representable value maps to -1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Unsigned integer data is mapped similarly: the largest integer value maps to 1.0, and 0 maps to 0.0. The resulting floating-point color values are then multiplied by GL_c_SCALE and added to GL_c_BIAS, where c is RED, GREEN, BLUE, and ALPHA for the respective color components.

From: http://developer.3dlabs.com/documents/GLmanpages/glteximage3dext.htm
22  Java Game APIs & Engines / JOGL Development / Re: ByteBuffer issue on: 2008-01-12 10:18:07
I just found out that the problem is not endianness but something related to:

scale = 1.0f / (maxValue - minValue); //max = 4080, min = 0
gl.glPixelTransferf(GL.GL_ALPHA_SCALE, scale);

When using GL_FLOAT this works as expected. But with GL_SHORT the scale must be something like 5 to represent a useable range.

What am I doing wrong?
23  Java Game APIs & Engines / JOGL Development / Re: ByteBuffer issue on: 2008-01-12 09:19:14
Try calling order(ByteBuffer.nativeOrder()) on the ByteBuffer after you create it, before you write anything.

This did not change anything. Sad

Try using ShortBuffer buffer = BufferUtil.newShortBuffer(), then buffer.put(...short value...) and in the gl call just use buffer.
Pretty sure BufferUtil lets you create a short buffer as well.  I doubt this will change anything but just in case.

I copied the values from my bytebuffer to a shortbuffer but I got the same results. But I need to have a bytebuffer so that the class can support both bytes and floats as well.


I am also sure that the buffers contain correct values before being sent to OpenGL.
24  Java Game APIs & Engines / JOGL Development / Re: ByteBuffer issue on: 2008-01-11 17:14:16
When I use putFloat(f), GL_FLOAT and buffer.asFloatBuffer() the program works as expected...
25  Java Game APIs & Engines / JOGL Development / ByteBuffer issue on: 2008-01-11 16:57:19
I am doing something like this:


ByteBuffer buffer = Bufferutil.newByteBuffer(size);

buffer.putShort(s);
...

glTexSubImage3D(GL.GL_TEXTURE_3D, 0, 0, 0, 0, w, h, d, GL.GL_ALPHA, GL.GL_Short, buffer.asShortBuffer());


But the results I'm getting looks like there is a problem with endianness.

Anyone see anything wrong with this approach?
26  Java Game APIs & Engines / JOGL Development / Corrupted Display List on: 2007-06-13 17:47:49
My program compiles a display list of quads and displays them.

Every 5th (or so) time I run the program a couple of random polygons are corrupted and are sticking out at weird angles.
Recompiling the display list fixes the problem. Anyone know what causes this? Any suggestions?
27  Java Game APIs & Engines / JOGL Development / Re: InvocationTargetException on: 2006-12-02 11:57:43
That worked nicely. I thought it might be my program that used too much memory so I was starting to debug my program, but luckily it wasn't.  Grin
28  Java Game APIs & Engines / JOGL Development / InvocationTargetException on: 2006-12-01 19:33:38
I suddenly get this error on my Windows machine:

I reinstalled Java and removed any old class files or caches so it shouldn't be that. Anyone know what this is?

Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: java.lang.reflect.InvocationTargetException
   at javax.media.opengl.GLCanvas.disableBackgroundErase(GLCanvas.java:352)
   at javax.media.opengl.GLCanvas.addNotify(GLCanvas.java:154)
   at java.awt.Container.addNotify(Container.java:2500)
   at javax.swing.JComponent.addNotify(JComponent.java:4478)
   at java.awt.Container.addNotify(Container.java:2500)
   at javax.swing.JComponent.addNotify(JComponent.java:4478)
   at java.awt.Container.addNotify(Container.java:2500)
   at javax.swing.JComponent.addNotify(JComponent.java:4478)
   at java.awt.Container.addNotify(Container.java:2500)
   at javax.swing.JComponent.addNotify(JComponent.java:4478)
   at java.awt.Container.addNotify(Container.java:2500)
   at javax.swing.JComponent.addNotify(JComponent.java:4478)
   at java.awt.Container.addNotify(Container.java:2500)
   at javax.swing.JComponent.addNotify(JComponent.java:4478)
   at javax.swing.JRootPane.addNotify(JRootPane.java:680)
   at java.awt.Container.addNotify(Container.java:2500)
   at java.awt.Window.addNotify(Window.java:466)
   at java.awt.Frame.addNotify(Frame.java:501)
   at java.awt.Window.pack(Window.java:484)
   at sonarexplorer.SonarExplorerController$5.run(SonarExplorerController.java:110)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:461)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:242)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:163)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:157)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:149)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:110)
Caused by: java.lang.reflect.InvocationTargetException
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:585)
   at javax.media.opengl.GLCanvas.disableBackgroundErase(GLCanvas.java:350)
   ... 26 more
Caused by: java.lang.UnsatisfiedLinkError: disableNativeBackgroundErase
   at sun.awt.windows.WCanvasPeer.disableNativeBackgroundErase(Native Method)
   at sun.awt.windows.WCanvasPeer.disableBackgroundErase(WCanvasPeer.java:114)
   at sun.awt.windows.WToolkit.disableBackgroundErase(WToolkit.java:376)
   ... 31 more
29  Java Game APIs & Engines / JOGL Development / Re: Deadlock on Linux on: 2006-11-01 13:59:22
Thanks!

I had to move some other methods in there too but it solved it.  Smiley
30  Java Game APIs & Engines / JOGL Development / Re: Deadlock on Linux on: 2006-11-01 10:55:55
This is my deadlock:

Java stack information for the threads listed above:
===================================================
"AWT-EventQueue-0":
        at java.awt.Component.invalidate(Component.java:2432)
        - waiting to lock <0x00002aaab6df4ef0> (a java.awt.Component$AWTTreeLock)
        at java.awt.Container.invalidate(Container.java:1419)
        at javax.swing.JComponent.revalidate(JComponent.java:4573)
        at javax.swing.JLabel.setText(JLabel.java:320)
        at components.RenderingPanel.display(RenderingPanel.java:197)
        at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
        at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:281)
        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
        at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:298)
        at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:199)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:461)
        at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:242)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:163)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:157)        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:149)        at java.awt.EventDispatchThread.run(EventDispatchThread.java:110)

"main":
        at sun.misc.Unsafe.monitorEnter(Native Method)
        at sun.awt.X11.XToolkit.awtLock(XToolkit.java:191)
        at sun.awt.X11.XDecoratedPeer.reshape(XDecoratedPeer.java:310)
        at sun.awt.X11.XDecoratedPeer.reshape(XDecoratedPeer.java:403)
        at sun.awt.X11.XDecoratedPeer.setBounds(XDecoratedPeer.java:411)
        at java.awt.Component.reshapeNativePeer(Component.java:1924)
        at java.awt.Component.reshape(Component.java:1880)
        - locked <0x00002aaab6df4ef0> (a java.awt.Component$AWTTreeLock)
        at java.awt.Component.setBounds(Component.java:1847)
        at java.awt.Window.setBounds(Window.java:2342)
        - locked <0x00002aaab6df4ef0> (a java.awt.Component$AWTTreeLock)
        at java.awt.Window.setClientSize(Window.java:502)
        - locked <0x00002aaab6df4ef0> (a java.awt.Component$AWTTreeLock)
        at java.awt.Window.pack(Window.java:488)
        at volume.viewer.SonarExplorer.<init>(SonarExplorer.java:132)
        at volume.viewer.SonarExplorer.main(SonarExplorer.java:561)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
        at java.lang.reflect.Method.invoke(Method.java:585)
        at com.intellij.rt.execution.application.AppMain.main(AppMain.java:90)

Found 1 deadlock.
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