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1  Java Game APIs & Engines / JOGL Development / JogAmp Release v2.0-rc4 (JOGL, ..) on: 2011-12-02 10:37:14
JogAmp Release v2.0-rc4

After tons of bug fixes and Mac OS X, Solaris and Android platform support
we finally have v2.0-rc4.

Besides many important bug fixes this release supports
Mac OS X 10.6.4 and 10.7.

The Applet browser plugin is also enhanced and validated
on all platforms for FF, Chrome, Safari and IE where supported.


We have to thank each other for our ongoing support,
bug reports, inspiration and pushing for results.

Thank you.


The following aliasing of URL location has been made,
ie. all are aligned to v2.0-rc4 for now.

    v2.0-rc4 -> archive/rc/v2.0-rc4
    jogamp-current -> v2.0-rc4
    jogamp-next -> v2.0-rc4
    webstart -> v2.0-rc4
    webstart-next -> v2.0-rc4

Developer downloads at:

Git repositories have been tagged w/ v2.0-rc4.


Planned for RC5 so far:


    Maven2 integration (I know .. a bit late it is already)
    Mobile/Android autobuilds / release
    More bugfixes
    Update the graph package


Please join the discussion in our forum:

You may like to comment on this release here:

Cheers, Sven
2  Java Game APIs & Engines / JOGL Development / JOGL v2.0-rc3 released on: 2011-09-17 20:49:27
As described earlier, v2.0-rc3 follows the new FHS

Persistent URL

Currently linked to

Developer 7z Archives

JOGL Test Applets
  Yes, most of these are NEWT unit tests, launched via JOGLNewtApplet1Run

JOGL-Demos Tests:

  (Using Object/Embed tags now  w/ dual JNLPAppletLauncher & JNLP-Applets)


And added a NEWT Overview page


Cheers, Sven
3  Java Game APIs & Engines / JOGL Development / JOGL Progress Update on: 2011-09-10 11:26:25
Dear JGO,

I thought it's about time to send you an update, since I don't know
if you read the JogAmp/JOGL forum.

While we had 'fun' at SIGGRAPH,

(you know the sort of hard working fun)

we will (soon) release mobile device automated builds for Linux/ARM and Android/ARM

You might have noticed the new Graph/UI package for Curve/Nurbs rendering

Last but not least stability and enhancements went into NEWT

We also have a 'call for help' in regards to 'new' input device for NEWT

On the downside, no love for OSX yet .. well, if somebody likes to help
here or there - feel welcome and ping us on the jogamp forum.
Wade Walker .. and myself would love to coordinate efforts here for sure.

Soon (after) plugging in the Linux/ARM and Android/ARM devices to our Jenkins
continuous build system - having official builds for them, we will reach another release.

Kind regards & Cheers, Sven
4  Java Game APIs & Engines / JOGL Development / Re: Feedback on Newt bindings on: 2010-05-17 15:14:25
I took the freedom and fwd your post to our forum.

You and everybody here is more than welcome to patch & discuss it in our new forum & home! ->

The cool thing with this nabble forum we (JogAmp) use now, is that it can behave
like a mailinglist as well - ie you can let it forward messages via email and you can also send
messages to it via email. I love it - thx Michael. And all the web forum lovers and use that If too Smiley

So please feel invited to that JogAmp forum and discuss JOGL/JOCL/.. things there, thank you.
5  Java Game APIs & Engines / JOGL Development / Re: JOGL is dead. Long live JOGL on: 2009-11-10 14:08:29
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 Smiley

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 Smiley
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.

6  Java Game APIs & Engines / JOGL Development / Re: JOGL2 Newt future on: 2009-11-10 04:41:50
Well, the 'accident' with my homepage has nothing to do with Sun/Oracle,
but with my previous provider Webserve Canada Smiley
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 Smiley

7  Java Game APIs & Engines / JOGL Development / JOGL is dead. Long live JOGL on: 2009-11-10 04:34:19
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 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 Smiley

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 Smiley

Would be sweet if ** we ** can keep up the work ..

8  Java Game APIs & Engines / JOGL Development / JOGL2 Bugfix Day .. on: 2009-09-04 19:21:58
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.

9  Java Game APIs & Engines / JOGL Development / Re: OpenGL Redbook Examples Ported to JOGL 2.x on: 2009-09-04 19:19:12
1st of all - thank you for doing this!

Shouldn't we add these demos to the jogl repository, ie jogl-redbook,
or jogl-demos jogl/demos/src/redbook ?

Can it be compiled in a standalone environment like jogl-demos ?

If so .. I may go fwd and add it to jogl-demos, is that ok with you ?
License .. etc ?

Cheers, Sven
10  Java Game APIs & Engines / JOGL Development / Re: JOGL 2 - OpenMax? on: 2009-09-04 18:57:05
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 Smiley
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 ?
11  Java Game APIs & Engines / JOGL Development / FAQ: Bugreports_&_Testing on: 2009-08-12 14:26:48

_and_ _PLEASE_ CC your report via email too - thank you!
12  Java Game APIs & Engines / JOGL Development / Re: Overlay object does not work properly on: 2009-08-12 14:26:21
13  Java Game APIs & Engines / JOGL Development / Re: CG support of JOGL 2.x -- jogl-demos? on: 2009-08-12 14:25:32
Windows .. ? Well.
date/time .. etc ..

might be related to the build system changes lately on Win32: MSVS -> MinGW
14  Java Game APIs & Engines / JOGL Development / Re: GLCapabilities.setNumSamples problems on: 2009-08-12 14:21:40
Thank you for finding this bug ..

Even though its obvious, but just for the sake of saving time
and for validation, can you (and everybody else Smiley please follow:

15  Java Game APIs & Engines / JOGL Development / Re: Problems building JOGL 2.x demos from source on: 2009-08-12 14:16:00
Sorry .. that is not true.
Nightly builds also produce the jogl-demos bytecode.
Check the STATUS log file .. it's all on OK.
16  Java Game APIs & Engines / JOGL Development / Re: setSwapInterval(1) high CPU load on: 2009-08-12 14:01:42
puzzling ..

For sure _we_ don't use a CPU busy loop in our code,
so it must be the other OS then Smiley hmm ..

How behave other native demos with swapInterval 0 and 1 ?
17  Java Game APIs & Engines / JOGL Development / Re: Problems with gluBuild2DMipmaps in JOGL 2 on: 2009-08-12 13:59:58
Thank you for finding this bug ..

Hopefully I have time to fix it this weekend.
However, feel free to send me a git repo / pull offer with a fix Smiley
I guess the native GL2 GLU version is buggy here.

Cheers, Sven
18  Java Game APIs & Engines / JOGL Development / Re: Build JOGL-2.x in Eclipse... on: 2009-08-09 05:49:01
Sorry .. we don't really support Eclipse here Smiley

But as Micheal said, 'ant' should be no problem,
if you would follow the instructions ..

BTW .. your statement, 'JOAL works' .. makes me shiver a bit,
since it somehow looks like you are using the old gluegen .. do you ?

PLS make a proper bug report, ie 'ant -v' and send the file ..

The nightly builds have no problem here ..

Thank you.

19  Java Game APIs & Engines / JOGL Development / Re: What's required to build the JOGL demos? on: 2009-08-09 05:42:31

Please don't mix the new JOGL (2.x) with the old one JOGL 1.x .. !
20  Java Game APIs & Engines / JOGL Development / Re: JOGL Gluegen and GLUEGEN... on: 2009-08-09 05:38:05
Yeah .. haven't updated JOAL yet ..

All on 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 workspace ?

Thank you ..
21  Java Game APIs & Engines / JOGL Development / Re: Method "glConvolutionFilter2D" not available on: 2009-08-09 05:35:35
Just dbl checked .. it's in GL_VERSION_1_2, so it should be there ..

A simple line ..
System.err.println("   glConvolutionFilter2D: "+gl.isFunctionAvailable("glConvolutionFilter2D"));
returned 'true' ..

Pls provide a working example .. etc (-> FAQ).
Thank you.
22  Java Game APIs & Engines / JOGL Development / Re: Method "glConvolutionFilter2D" not available on: 2009-08-09 05:27:22
Look in jogl-demo's src/demos/ how to query if an extension is available,
plus the function itself (should not be necessary).

If you are sure the extension plus function is present, therefor a JOGL bug,
please provide the bug information as requested in the FAQ .. thank you.
I doubt that it's a JOGL bug though .. since our aliased native function query method
within gluegen works quite well for a long time .. but you never know.

23  Java Game APIs & Engines / JOGL Development / Re: JOGL without Swing on: 2009-08-06 21:38:45
Yep .. use Pbuffers ..,,%20int,%20int,

It's X11 impl. e.g. creates a default connection to the default display/screen .. then creates the
pbuffer drawable ..

24  Java Game APIs & Engines / JOGL Development / Re: Problems running JOGL demos on: 2009-08-06 18:35:07
Besides 'Grand Canyon Demo' (not incl. in jogl-demos),
the java2d/swing opengl bug is fixed, as well as the pbuffer one .. (WGL/GLX).

Have fun ..
25  Java Game APIs & Engines / JOGL Development / Re: JOGL support for OpenGL 3.x on: 2009-08-06 18:32:58
Just added the OpenGL 3.2 extensions by hand .. Smiley
Nice exercise .. which lead to a few more aliased extensions in the realm of
3.0, 3.1 and 3.2 .. (be warned Smiley
26  Java Game APIs & Engines / JOGL Development / Re: What happen to displayChanged? on: 2009-08-06 18:30:51
2nd paragraph: "Another implementation detail is the drawable reconfiguration ..."

Explains it pretty well .. at least I thought it does Smiley

A GLEventListener impl. shall be able to handle multiple lifecycles, ie dispose/init ..
However .. a screenchange action doesn't seem to be necessary, at least my tests have shown this.

27  Java Game APIs & Engines / JOGL Development / Re: JOGL2: EXT_DIRECT_STATE_ACCESS and OpenGL 3.1 on: 2009-08-02 15:34:58

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 ..
28  Java Game APIs & Engines / JOGL Development / Re: Migrating from JOGL 1.1.1 to JOGL2 on: 2009-08-02 13:37:16
@Orangy Tang:
only supports a core gl version of 1.2
Ok .. updated it in the FAQ and the spec - thank you !

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

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:
 sed -i 's/GL\.GL_/gl.GL_/g'

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.


29  Java Game APIs & Engines / JOGL Development / Re: Migrating from JOGL 1.1.1 to JOGL2 on: 2009-07-31 01:46:09
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 ..
30  Java Game APIs & Engines / JOGL Development / Re: Migrating from JOGL 1.1.1 to JOGL2 on: 2009-07-30 13:23:19
Don't worry .. the naming convention fight already happened - I won Smiley

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 .. Smiley
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