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1  Java Game APIs & Engines / JOGL Development / Re: JOGL port to SGI on: 2004-03-25 14:46:04
This is great...would it be possible to implement these changes into the "official" jogl build?

Previously on the forums, it was thought that jogl would not work under java 1.4.1 on irix, and that 1.4.2 was needed to fix some awt bugs (there is no port of 1.4.2 on sgi yet.)

But it looks like that's not the case...

Anyway can you post the build.xml changes on a public server or submit it to the jogl gods, so they can implement it?  Or better yet, can you post the sgi binaries...that would be tremendous.

It's really frustrating that with all the talk of Sun and SGI working together to bring Opengl to java that nothing is happening on the Irix end.  Yes, Irix is a dead platform, but in my industry (Special Effects) we still use this stuff.  

Thanks,

Danny Yoon
2  Java Game APIs & Engines / JOGL Development / Request: Jogl binaries for SGI Irix... on: 2003-07-14 02:28:38
I know this is a long shot but if anyone out there is able to compile jogl on irix and post the binaries in the jogl project, I would be indebted forever.

I have access to sgi machines but no admin status to download gcc and other goodies to accomplish this task.  Plus, I don't want to be responsable for bringing down an Onyx workstation if I mess up.

Thanks in advance,

Danny Yoon
3  Java Game APIs & Engines / JOGL Development / Re: jogl fps lock on: 2003-07-05 23:40:31
If you look at the code for the Animator class, the main thread runs in a tight loop with no sleep() or yield().  This is not very swing friendly, and I noticed that in some of my practice programs, the gui interaction was very jerky.

Please put in FPS functionality, so swing events can be handled in a timely fashion and so we can drive other functions like AI, etc. within controlled timeslices.

I ended up cut and pasting the Animator class to my own package and adding a sleep(33) within the run loop. Oh by the way, is the GLCanvas.willSetRenderingThread() supposed to be protected? or was the "public" modifier left off by accident?  Can it be public so we can use the NVidia bug fix from classes we make from scratch?

If you don't want to mess with the Animator class, I bet you can just put a sleep() line at the end of your display() code.  I don't bother with calculating the exact time delta, right now, because my notebook fps tops at 30fps, and I'm on winXP so the timer is not accurate anyways.

After the sleep fix, my programs run just like it did in GL4Java, except for any demo with teapots...Can anyone port the glutTeapot() soon?  I really like the teapot!

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