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Java Game APIs & Engines / JOGL Development / Re: JOGL is dead. Long live JOGL
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on: 2009-11-10 15:08:29
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Since we moved to git, everybody is welcome to contribute and discuss things, after a peer review and clarification we may pull changes etc. How much money do you need? Nothing and all .. depends what we need to do  Do you think that you will need to hire someone? Will you try to get some money from the corporations using JOGL?
Not me, I am an engineer, not a business man  If there is a cooperation using JOGL, ie for mobile platforms (hint hint), and if they would love to see it alive, enhance projects with it (3d, A/V, scenegraphs, UI, ..) etc .. - contact me/us. Support could be in many directions, offering signature support of the JAR bundles, hardware/devices and last but not least compensation/employment. What are the consequences of this change on JOGL 2 and NEWT?
It will stay open and free.
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Java Game APIs & Engines / JOGL Development / Re: JOGL2 Newt future
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on: 2009-11-10 05:41:50
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Well, the 'accident' with my homepage has nothing to do with Sun/Oracle, but with my previous provider Webserve Canada  Whoever has the missing data, pls email it to me, I would be glad to add it back again. However, yes, JOGL/NEWT/etc could not have been continued by myself in it's free spirit as long I was employed by Sun, due to policy changes. This problem is now solved. We might want to cont. this discussion in the new thread I have started .. long live JOGL 
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Java Game APIs & Engines / JOGL Development / JOGL is dead. Long live JOGL
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on: 2009-11-10 05:34:19
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As posted on my blog .. ++++ After a few hick-ups lately, the JOGL repositories (gluegen, jogl, jogl-demos and jogl-utils) are moved from kenai to github http://github.com/sgothel. The JOGL development team, will continue this project in it’s open source and free spirit. JOCL will follow this move as well. Our first intermediate-term goals are * reproduce automated builds * recreated all web resources on free server space * receive a signature for the JAR files Then we wish to continue with the actual development and deployment  Contributions are very welcome, and a new sponsor might be needed. Further details about the project changes will be posted soon. Thank you very much .. stay tuned. ++++ Yep, I am no more a Sun employee, so your desire of independent contributions and lead [outside of Sun] should be satisfied  Would be sweet if ** we ** can keep up the work .. ~Sven
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8
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Java Game APIs & Engines / JOGL Development / JOGL2 Bugfix Day ..
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on: 2009-09-04 21:21:58
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Hi All,
I see lot's of bugs are files etc .. great stuff, thank you.
I shall spend a day or two to fix them, could you file an 'issue' or update your information within the next days or so ? At least a reference etc to this thread, so I have something easy to track them? Thank you very much.
~Sven
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10
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Java Game APIs & Engines / JOGL Development / Re: JOGL 2 - OpenMax?
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on: 2009-09-04 20:57:05
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The current OpenMAX 'hack' is preliminar and only tested on the APX2500 (NV) and ES2.0. A proper binding usable for desktop and mobile will follow up, it only needs more time and love  Currently plugin3 and JOGL2 fixes have priority. The next OpenMAX step shall be to remove the NV dependencies, using desktop GL3 sync objects and if decode to texture is not available, add a 'copy to texture stage'. For desktop, I think we shall use bellagio as a implementation. Any volunteers and ideas ?
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Java Game APIs & Engines / JOGL Development / Re: JOGL Gluegen and GLUEGEN...
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on: 2009-08-09 07:38:05
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Yeah .. haven't updated JOAL yet ..
All on dev.java.net is deprecated .. in regards to the new JOGL.
Looks like we have some JOAL users there ? Somebody volunteering to bring it up with the new gluegen, so we can integrate it in the kenai.com/projects/jogl workspace ?
Thank you ..
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Java Game APIs & Engines / JOGL Development / Re: JOGL2: EXT_DIRECT_STATE_ACCESS and OpenGL 3.1
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on: 2009-08-02 17:34:58
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EXT_DIRECT_STATE_ACCESS. Thank you .. just synced the glext.h, added it for GL2. I also added GL_ARB_geometry_shader4 in gl3ext.h for GL3, I guess that's reasonable. We shall see which extensions with new functions shall be added to GL3 .., since there is no official gl3ext.h filled yet .. Will be in the nightlies tomorrow .. or fetch via git ..
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Java Game APIs & Engines / JOGL Development / Re: Migrating from JOGL 1.1.1 to JOGL2
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on: 2009-08-02 15:37:16
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@Orangy Tang: only supports a core gl version of 1.2 Ok .. updated it in the FAQ and the spec - thank you ! http://kenai.com/projects/jogl/pages/FAQ#What_are_the_runtime_OpenGL_Version_Requirements_?@Cork: is this interface reorganisation finalised now? I guess we are very close after all reiterations, ie. just cleaned up the subsumed/promoted extensions within the GL2 class (OpenGL 3.0) .. and the documentation targeting all these questions .. You can see these changes in the current git, or tomorrow at http://download.java.net/media/jogl/jogl-2.x-docs-next/GL2 gl = drawable.getGL().getGL2(); That is easy to add with a shell script, we did it for jogl-demos too .. Then you also can just use: 1
| sed -i 's/GL\.GL_/gl.GL_/g' a_file.java |
and you are done. In the end .. I guess you truly know why there is a GL2, GL3, GLES1, .. etc marking the OpenGL profile in their name. That's why GL cannot kept it's OpenGL 2.0 semantics. Sorry .. Cork, your help is very welcome, meaning if you can make a little writeup/transcript of your own conversion, others could use that .. thank you. And last but not least, you are very welcome. ~Sven
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Java Game APIs & Engines / JOGL Development / Re: Migrating from JOGL 1.1.1 to JOGL2
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on: 2009-07-31 03:46:09
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You have to give more arguments for your thesis. We actually properly support all GL profiles, and the desktop GL2 backward compatibility. Just checked (again) the GL 1_3 add-on's .. sure you can use JOGL with 1_2 only, just check the extension if you intend to use it against such a setup.
I doubt that Intel does not support GL 1.3, which would mean no multiple texture units ..
Have fun ..
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Java Game APIs & Engines / JOGL Development / Re: Migrating from JOGL 1.1.1 to JOGL2
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on: 2009-07-30 15:23:19
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Don't worry .. the naming convention fight already happened - I won  GL2, because it mainly targets the merged GL2 profile plus extensions (incl. GL 3.0 extensions). Note: GL 3.0 is available in a GL 2.0 impl. via extensions. GL3 for GL3.1, because the whole 3.0 version was just a mistake by khronos. Read: GL >= 3.1 headers are in GL3/gl3.h. Good then .. 
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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