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1  Java Game APIs & Engines / JOGL Development / Re: gluegen question, loading multiple native libs on: 2008-07-08 08:44:35
sorry took so long to get back to this, vacation Smiley

There are two reasons java.library.path won't work. First, OSGi bundles have their own syntax for shipping native libraries based on custom classes loaders so java.library.path is largely circumvented. Second, java.library.path works fine as long as your native library does not depend on additional native libraries (unless the dependent libraries are on the system library path)
2  Java Game APIs & Engines / JOGL Development / gluegen question, loading multiple native libs on: 2008-06-30 03:36:34
Didn't know where else to post this, figured Ken might see it this way since gluegen is related to jogl and joal.

I'm working on some fancy OSGi code which requires native libraries for some heavy lifting. Anyone who has tried complicated JNI will see my problem right away, I need to load multiple native libraries and I can't alter the PATH or LD_LIBRARY_PATH. -Djava.library.path won't help either. I know the dependency order, that's not a problem.

I've tried explicitly loading the libraries via System.load/loadLibrary, no dice. I know for a fact the libraries work when I see LD_LIBRARY_PATH, so my problem is convincing the OS to resolve the links between libraries.

I read over this (old) thread:

I've dug around in gluegen, jogl, and joal and tried this:
// For example, let's say I've got two libraries and
// B depends on A.
// NativeLibrary is from gluegen

// This call works, at least it SAYS that A is loaded. I get a path and resources
// Don't worry about this classloader
NativeLibrary dep ="A", null);
NativeLibrary main ="B", null); // returns null

// If I set LD_LIBRARY_PATH for this example, both libraries will load
// but the function addresses won't resolve

I'd be really nice to figure out how to load dependent native libraries. I guess I could statically compile, but sometimes that can be a royal pain.
3  Java Game APIs & Engines / JOGL Development / Re: jogl and libc compatibility on: 2007-05-16 19:14:52
awesome! Thanks!

BTW, nice job on Iris and WorldWind. Looking good!
4  Java Game APIs & Engines / JOGL Development / jogl and libc compatibility on: 2007-05-16 13:28:53
I've read through both posts concerning the newest jogl version and the upgrade to the nightly build machine. Is it at all possible to have versions of jogl built against an older libc (2.2,2.3)? Many of my clients cannot easily upgrade, in fact, I cannot easily upgrade to a newer libc due to a closed secure network w/ approved software. I'd really like to make use of the new font/texture features. While I could compile jogl myself and ship it, I'd rather stick with the official releases since self-compilation will quickly turn into a version control nightmare.

Is this even possible at this point?
5  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-05-02 21:19:05
you need to download one of the jsr-beta releases or a nightly. Try the jsr-beta4 release. It's from April 20, 2006.
6  Java Game APIs & Engines / JOGL Development / GLCanvas/Canvas/getMinimumSize(), is this a bug? on: 2005-08-19 15:10:21
I'm using several GLCanvas in a GridBagLayout for some scientific displays. Part of the inferface involves hiding and showing various displays. The GLCanvas shows interesting behavior.

Imagine a grid bag of 2 rows, 1 column, fill = BOTH. I've placed a GLCanvas in each. If I hide one (setVisible(false)) and relayout, everything works fine. The other canvas reclaims the space. Fantastic. Now I show the hidden canvas (setVisible(true)) and relayout. The hidden canvas comes back up far smaller than previously and the weighting between the two canvases is no longer 50/50 like when I started.

Now I've modified GLCanvas to return Dimenion(0,0) for getMinimumSize() and everything works like a champ, no longer do the sizes get all borked. I feel like this fix actually goes higher than GLCanvas and into Canvas.

Is this really a bug at the Jogl level? Java level? Am I missing something here?

If that wasn't clear, I can post code.
7  Java Game APIs & Engines / JOGL Development / Re: tesselator + combine on: 2005-03-11 14:32:00
doh! I reall should have checked the original source to understand what type the outData was expecting. The Jogl javadoc should probably mention what the type of outData is. Taking it a step further, I don't feel like double[][] is the right type for out data any. It just means that a subsequent call to the vertex callback is going to supple a double[] as paramter when all of my other calls supply a custom object. I know how to check and see if the vexter callback is being supplied with either type of object. A trivial fix on my side, but I'm wondering what is correct for the jogl side?
8  Java Game APIs & Engines / JOGL Development / tesselator + combine on: 2005-03-11 13:38:09
I'm throwing some pretty crazy shapes at the tesselator and it does the job 99% of time. I just realized that my shapes were failing due to a lack of handling the "combine" callback.  I wrote a callback and I figured in order to return a new vertex I had to modify the fourth parameter, we'll call that parameter "out". I've been trying to set out[0] to a custom vertex object, but always run into array store exceptions.  If I ignore the combine callback, I'll get error callback with a value of "must have combine callback".

What am I doing wrong here?
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