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1  Game Development / Newbie & Debugging Questions / Using Both LWJGL and JOGL on: 2004-10-03 20:55:33
Hello,

 Looking for some advice here.  I have a hang up with having my code work both with LWJGL and JOGL.  However I am completly stuck with creating a generic interface to both.   Is there anything really wrong with just creating an interface with all the gl commands I will use? Somehow I have in my head that that won't work that great seems a waste of having methods that only call one line, but that is the best way to generically call gl methods and have total flexibility.
For example I want an interface called Renderable that has the method render(GLContext),  now GLContext will be the interface and will have all the gl methods that I need on it. Then obviously I have an LWJGL or JOGL class that will create an appropriate GLContext.  I am probably not making any sense and should just go with LWJGL but anyone have any advice?  
2  Java Game APIs & Engines / JOGL Development / Re: Problem with GLJPanel on: 2004-09-20 21:57:23
Hello,

 Try setting the capabilities to doublebuffer = false and then  creating your GLJPanel. Seems to me I ran into the same problem and I think that fixes it(or something simular, one of the settings on the capabilities has to be changed).

,
steve
3  Java Game APIs & Engines / JOGL Development / Re: Help with PBuffers on: 2004-04-16 20:17:38
Hi,

 Thanks for the help, I ended up having to call setRenderingThread(Thread) and then my pbuffer worked.

,
steve
4  Java Game APIs & Engines / JOGL Development / Help with PBuffers on: 2004-04-14 23:01:25
Hello,

 I am hoping someone can help me out with pbuffers.  There is another thread called "Another PBuffer Thread" with some code that works on my machine.  I then tried to recreate that code but mine would keep throwing one of those exceptions that says it's native code and outside the vm.  So after many trial and error tests I finally came up with using the Animator class on the glCanvas I was using.  The code I copied used an Animator but since I plan not to use it my, test app didn't include it.  Well as a last resort I finally put Animator in my test and my code then started to work. What I don't understand is why it works with animator but not without ( Reading the javadoc  for animator it appears a new rendering thread is created, could it have something to do with that?).  I would like to use active rendering where I control the animating loop and don't want to use animator (altough maybe I am supposed to). Anyone have any insight? Do I have to use animator or should it work without that class?

Thanks,
Steve
5  Game Development / Newbie & Debugging Questions / help with images on: 2004-02-18 01:00:04
Hello,

 I was hoping someone could help me with a problem I am having. I am using Art of Illusion (http://www.artofillusion.org) to create models by using a plugin. Right now I am just using java serialization to output a mesh class to a file. For the texture i just get the data from the databuffer (a byte array) and store  it like that. here is the code I am using.

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double[] params = o.object.getAverageParameterValues();
                        Image img = tex.createComponentImage(dblMinU,dblMaxU,dblMinV,dblMaxV,intWidth,intHeight,intComponent,dblTime,params);
                        BufferedImage bImage = new BufferedImage(img.getWidth(null),img.getHeight(null),BufferedImage.TYPE_4BYTE_ABGR);
                       
                        bImage.getGraphics().drawImage(img,0,0,this);
                        BufferedImage newImage = flipImage(bImage);
                        byte[] d = ((DataBufferByte)newImage.getData().getDataBuffer()).getData();
                        byte[] newData = new byte[d.length];
                        for(int i = 0 , j = (d.length - 1);i < d.length;i++,j--)
                              newData[j] = d[i];
                                               
                        texture.setTextureData(d);


here is the flip image method
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private BufferedImage flipImage(BufferedImage i)
      {
            AffineTransform tx = java.awt.geom.AffineTransform.getScaleInstance(1, -1);
            tx.translate(0, -i.getHeight(null));
            AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
            i = op.filter(i, null);
            return i;
      }


the flip image method is just taken from a nehe tutorial.  The problem I am having is that I can never seem to get the texture right. If i just use the flip image method and use the data straight from the flipped image the texture will appear orientated correctly but the colors will be messed up. When I reverse the byte array directly (after flipping the image) then the colors show up correctly but the orientation of the texture is wrong.  I am a little stuck as to what to do next. I am under the current assumption that after the flip image my pixels are in the correct order but the actual pixel data is getting messed up. Any pointers as to fixing this. I am assuming that each four bytes is a pixel and each byte of that will be a component (r,g,b,a). I already tried to write some code to reverse the order of each pixel but it was unsuccessfull.

thanks,
steve
6  Java Game APIs & Engines / JOGL Development / Query for Vendor,renderer, extensions etc.. on: 2003-12-28 21:30:26
Hello,

 does anyone know how to get the glGetString(Huh)
function to work. When I am rendering a scene I can use it in the display method and System.out.println it to the console window in Eclipse. The problem I am having is that I would like to get all that information without actually showing a GLCanvas.  I tried creating a GLCanvas and just calling getGL() but the string method only returned null.  Then I created a GLEventListener to get the info.  Added the GLEventListener to my GLCanvas and called glCanvas.display(), but my GLEventListener isn't getting called.  Anyone have any thoughts. following is my code
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/*
 * Created on Dec 28, 2003
 *
 */


import net.java.games.jogl.*;

/**
 * @author Stephen Johnson
 *
 *
 */

public class CsConfigurationTesting
{
      public static void main(String args[])
      {
System.out.println("A");
            GLCapabilities cap = new GLCapabilities();
            System.out.println("B");
            GLCanvas c = GLDrawableFactory.getFactory().createGLCanvas(cap);
            c.setSize(200,200);
            System.out.println("C");
            CsListener l = new CsListener();
            c.addGLEventListener(l);
            c.display();
            System.out.println("Vendor : " + l.strVendor);
            System.out.println("Renderer : " + l.strRenderer);            
      }
}

class CsListener implements GLEventListener
{

      public String strVendor;
      public String strRenderer;

      /* (non-Javadoc)
       * @see net.java.games.jogl.GLEventListener#init(net.java.games.jogl.GLDrawable)
       */

      public void init(GLDrawable drawable) {
           
           
      }

      /* (non-Javadoc)
       * @see net.java.games.jogl.GLEventListener#display(net.java.games.jogl.GLDrawable)
       */

      public void display(GLDrawable drawable) {
                 
            GL gl = drawable.getGL();
            System.out.println("HERE!!!!!!");
            this.strVendor = gl.glGetString(GL.GL_VENDOR);
            this.strRenderer = gl.glGetString(GL.GL_RENDERER);
           
            // TODO Auto-generated method stub
           
      }

      /* (non-Javadoc)
       * @see net.java.games.jogl.GLEventListener#reshape(net.java.games.jogl.GLDrawable, int, int, int, int)
       */

      public void reshape(GLDrawable arg0, int arg1, int arg2, int arg3, int arg4) {
            // TODO Auto-generated method stub
           
      }

      /* (non-Javadoc)
       * @see net.java.games.jogl.GLEventListener#displayChanged(net.java.games.jogl.GLDrawable, boolean, boolean)
       */

      public void displayChanged(GLDrawable arg0, boolean arg1, boolean arg2) {
            // TODO Auto-generated method stub
           
      }
     
}


thanks,
Steve
7  Java Game APIs & Engines / Java 2D / Re: Swing in fullscreen mode on: 2003-12-22 03:02:13
Hello,

 I have been messing around with the following code and a dialog is getting shown in fullscreen mode over a jogl glcanvas. It seems to work but I haven't really done much with it yet. Hopefully this helps. When running the program just press any key and a dialog box should pop up with a button on it that will close the application.

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/*
 * Created on Dec 21, 2003
 *
 */


import net.java.games.jogl.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.*;
/**
 * @author Stephen Johnson
 *
 *
 */

public class CsSwingRenderingTesting extends JFrame
{
      private GLCanvas _canvas;
      private JDialog _dialog;
     
      public CsSwingRenderingTesting()
      {
            super("Swing Rendering Testing");
            _dialog = new JDialog(this);
            _dialog.getContentPane().add(new CsPanel());
            _dialog.setSize(200,200);
            getContentPane().setLayout(new GridLayout(1,1));
            setIgnoreRepaint(true);
            setUndecorated(true);
            addKeyListener(new KeyAdapter(){public void keyPressed(KeyEvent arg0)
            {
                                    _dialog.show();
                                    _canvas.display();      
                              }});
            setResizable(false);
            createGLCanvas();
            this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            GraphicsDevice gc = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice();
            System.out.println("Full Screen Supported --> " + gc.isFullScreenSupported());
            if(gc.isFullScreenSupported())
            {
                  try
                  {
                        gc.setFullScreenWindow(this);
                  }
                  catch(Exception ex)
                  {
                        System.out.println("Error setting full screen --> " + ex);
                        gc.setFullScreenWindow(null);
                  }
            }
            else
            {
                  this.setSize(500,500);
                  this.setVisible(true);
            }
      }
     
      private void createGLCanvas()
      {
            GLCapabilities c = new GLCapabilities();
            _canvas = GLDrawableFactory.getFactory().createGLCanvas(c);
            _canvas.addGLEventListener(new CsGLEventListener());
            _canvas.addKeyListener(new KeyAdapter(){public void keyPressed(KeyEvent arg0)
                        {
                                                _dialog.show();
                                                _canvas.display();      
                                          }});
            this.getContentPane().add(_canvas);
      }
     
      public static void main(String args[])
      {
            CsSwingRenderingTesting t = new CsSwingRenderingTesting();
      }
}

class CsGLEventListener implements GLEventListener
{
      /* (non-Javadoc)
             * @see net.java.games.jogl.GLEventListener#init(net.java.games.jogl.GLDrawable)
             */

            public void init(GLDrawable glDrawable)
            {
                  GL gl = glDrawable.getGL();
                  gl.glClearColor(0.0f,0.0f,0.0f,0.0f);
                  gl.glColor3d(1.0,1.0,1.0);      
           
            }

            /* (non-Javadoc)
             * @see net.java.games.jogl.GLEventListener#display(net.java.games.jogl.GLDrawable)
             */

            public void display(GLDrawable glDrawable)
            {
                  GL gl = glDrawable.getGL();
                  gl.glClear(GL.GL_COLOR_BUFFER_BIT);
                  gl.glLoadIdentity();
                  gl.glTranslated(0.0,0.0,-2.0);
                  gl.glBegin(GL.GL_TRIANGLES);
                        gl.glVertex3d(0.0,0.0,0.0);
                        gl.glVertex3d(0.0,0.5,0.0);
                        gl.glVertex3d(0.5,0.0,0.0);
                  gl.glEnd();
            }

            public void reshape(GLDrawable glDrawable, int x, int y, int width, int height)
            {
                  GL gl = glDrawable.getGL();
                  GLU glu = glDrawable.getGLU();
                  gl.glViewport(x,y,width,height);
                  gl.glMatrixMode(GL.GL_PROJECTION);
                  gl.glLoadIdentity();
                  glu.gluPerspective(65.0,width/height,1.0,20.0);
                  gl.glMatrixMode(GL.GL_MODELVIEW);
            }

            /* (non-Javadoc)
             * @see net.java.games.jogl.GLEventListener#displayChanged(net.java.games.jogl.GLDrawable, boolean, boolean)
             */

            public void displayChanged(GLDrawable glDrawable, boolean arg1, boolean arg2) {
                  // TODO Auto-generated method stub
           
            }
     
}

class CsPanel extends JPanel
{
      public CsPanel()
      {
            JButton button = new JButton();
            button.setAction(new CsExitAction());
            add(button);
      }
     
      class CsExitAction extends AbstractAction
      {
            public CsExitAction()
            {
                  putValue(AbstractAction.NAME,"Exit Application");
            }
           
            public void actionPerformed(ActionEvent e)
            {
                  System.exit(0);
            }
      }
}
8  Java Game APIs & Engines / JOGL Development / Re: Why doesn't GLJPanel work? on: 2003-12-20 21:28:03
Hello Again,

Try the following out, I just hacked it together for an example but seems to work. Try commenting out the setDoubleBuffered method in createGLJPanel and it won't work anymore.

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/*
 * Created on Dec 20, 2003
 *
 */

 
import net.java.games.jogl.*;

import javax.swing.*;
import java.awt.*;

/**
 * @author Stephen Johnson
 *
 *
 */

public class CsGLJPanelTesting extends JFrame implements GLEventListener
{
     
      public CsGLJPanelTesting()
      {
            super("CsGLJPanelTesting");
            String strSelection = getSelection();
            if(strSelection.equals("GLCanvas"))
                  createGLCanvas();
            else
                  createGLJPanel();
            this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            this.setSize(500,500);
            this.setVisible(true);
      }
     
      private String getSelection()
      {
            Object selection;
            String glpanels[] = {"GLCanvas","GLJPanel"};
            selection = JOptionPane.showInputDialog(this,
                                                                        "",
                                                                        "GL Panel Selection",
                                                                        JOptionPane.QUESTION_MESSAGE,
                                                                        null,
                                                                        glpanels,
                                                                        glpanels[0]
                                                                        );
            return (String) selection;
      }
     
      private void createGLJPanel()
      {
            GLCapabilities c = new GLCapabilities();
            c.setDoubleBuffered(false);
            GLJPanel panel = GLDrawableFactory.getFactory().createGLJPanel(c);
            panel.addGLEventListener(this);
            this.getContentPane().setLayout(new GridLayout(1,1));
            this.getContentPane().add(panel);
      }
     
      private void createGLCanvas()
      {
            GLCapabilities c = new GLCapabilities();
            GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(c);
            canvas.addGLEventListener(this);
            this.getContentPane().setLayout(new GridLayout(1,1));
            this.getContentPane().add(canvas);
      }
     
      public static void main(String argsv[])
      {
            CsGLJPanelTesting p = new CsGLJPanelTesting();
      }

      /* (non-Javadoc)
       * @see net.java.games.jogl.GLEventListener#init(net.java.games.jogl.GLDrawable)
       */

      public void init(GLDrawable glDrawable)
      {
            GL gl = glDrawable.getGL();
            gl.glClearColor(0.0f,0.0f,0.0f,0.0f);
            gl.glColor3d(1.0,1.0,1.0);      
           
      }

      /* (non-Javadoc)
       * @see net.java.games.jogl.GLEventListener#display(net.java.games.jogl.GLDrawable)
       */

      public void display(GLDrawable glDrawable)
      {
            GL gl = glDrawable.getGL();
            gl.glClear(GL.GL_COLOR_BUFFER_BIT);
            gl.glLoadIdentity();
            gl.glTranslated(0.0,0.0,-2.0);
            gl.glBegin(GL.GL_TRIANGLES);
                  gl.glVertex3d(0.0,0.0,0.0);
                  gl.glVertex3d(0.0,0.5,0.0);
                  gl.glVertex3d(0.5,0.0,0.0);
            gl.glEnd();
      }

      public void reshape(GLDrawable glDrawable, int x, int y, int width, int height)
      {
            GL gl = glDrawable.getGL();
            GLU glu = glDrawable.getGLU();
            gl.glViewport(x,y,width,height);
            gl.glMatrixMode(GL.GL_PROJECTION);
            gl.glLoadIdentity();
            glu.gluPerspective(65.0,width/height,1.0,20.0);
            gl.glMatrixMode(GL.GL_MODELVIEW);
      }

      /* (non-Javadoc)
       * @see net.java.games.jogl.GLEventListener#displayChanged(net.java.games.jogl.GLDrawable, boolean, boolean)
       */

      public void displayChanged(GLDrawable glDrawable, boolean arg1, boolean arg2) {
            // TODO Auto-generated method stub
           
      }

}


,
steve
9  Java Game APIs & Engines / JOGL Development / Re: Why doesn't GLJPanel work? on: 2003-12-18 22:49:40
Hello,

 When creating the GLJPanel turn double buffering off. call setDoubleBuffered(false) on the GLCapabilities object you use to create the GLJPanel. That seemed to clear up any problems for me.

,
steve
10  Game Development / Newbie & Debugging Questions / Re: Putting a JTable inside a JTree on: 2003-11-13 23:01:46
Hello,

 Thanks for the replys.  I haven't made any progress other than getting the editing working a bit.  Works not bad though, handy to be able to change values on the fly and see what happens. Anyways, I am in the Navy and just got back from a couple of weeks at sea so I wasn't ignoring you guys.

Thanks,
Steve
11  Game Development / Newbie & Debugging Questions / Re: Putting a JTable inside a JTree on: 2003-10-26 03:44:57
Hello,

 How come everytime I post a question somewhere I always find what I am looking for and I usually find my original question is a stupid one Roll Eyes  .  I found the answer to number 2 (set editable on the tree and write a TreeCellEditor) however number 1 is still a problem.

Thanks,
Steve
12  Game Development / Newbie & Debugging Questions / Putting a JTable inside a JTree on: 2003-10-26 03:01:04
Hello,

 Does anyone have any experience with the subject line. I am creating an object viewer that uses reflection to display all the fields of a selected Object.  Object type fields will be a tree node that can be expanded and will just have the name of the field as a JLabel.  All the primitive data types will be a single tree node as a JTable that can be edited.  I am currently having two problems:

1.) The table is being partially displayed, I can see all the data but the left and top border of the table is missing

2.) I can't select anything, it seems to me that cells can
be highlighted by default on a JTable usually.

I could probably solve everything by making a custom table using JPanels,JLabels,JTextBox, and GridLayout but just wondering if I am missing anything obvious(which is usually the case!). This may not seem related to game development but I am creating an application so that I can view my simple scenegraph and change values on the fly to see the result.

Thanks,
Steve
13  Java Game APIs & Engines / JOGL Development / Re: Java and JavaW sticking around on: 2003-10-13 23:23:16
Hello,

 Ignore the above.  Thats what happens when you post after being frustrated and confused. I still don't know what went on but I started from scratch after a  break and some fresh air and now it seems to be working alright   Roll Eyes.

Thanks,
Steve
14  Java Game APIs & Engines / JOGL Development / Java and JavaW sticking around on: 2003-10-13 21:47:25
Hello,

 I need some help. When I run the following GUI and then Exit it the Java or Javaw process doesn't stop it just keeps going and appears to use all the CPU.  I have no Idea what's going on and any help would be appreciated.  I am posting here because the newbie section is gone and I was using JOGL at the time of the problem(I commented out the JOGL stuff and it still doesn't work).

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/**
 * This GUI uses a JSplitPane with a heavyweight GLCanvas. The split pane can
 * only be resized by clicking on the little arrow to completly cover the screen
 * with the left side and then resizing it backwards.
 *  
 *  @author Stephen Johnson
 *
 *
 */

public class CsEngineTool extends JFrame
{
      //private Animator _animator;
      private CsSimpleJoglRendering _renderer;
      private GLDrawable _glDrawable;
     
      public CsEngineTool()
      {
            super("Engine Tool");
            _renderer = new CsSimpleJoglRendering();
            addWindowListener(createWindowListener());
            buildGUI();
            setSize(500,500);
            setVisible(true);
      //      _animator.start();
      //      setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      }
     
      protected void buildGUI()
      {
            JSplitPane splitPane = new JSplitPane();
            splitPane.setOneTouchExpandable(true);
            //getContentPane().setLayout(new GridLayout(1,2));
            splitPane.setLeftComponent((buildTreePanel()));
            //splitPane.setRightComponent(buildOpenGLPanel());
            getContentPane().add(splitPane);
      }
     
      protected JPanel buildTreePanel()
      {
            JPanel p = new JPanel();
            return p;
      }
     
      protected JPanel buildOpenGLPanel()
      {
            JPanel p = new JPanel();
            p.setLayout(new GridLayout(1,1)); //don't know why but flowlayout doesn't work??
            p.setBorder(BorderFactory.createLineBorder(Color.BLACK,2));
            GLDrawableFactory f = GLDrawableFactory.getFactory();
            GLCapabilities c = new GLCapabilities();
           
            //c.setDoubleBuffered(false);  //need this if making a GLJPanel
            //_glDrawable = f.createGLJPanel(c);
            //_animator = new Animator(_glDrawable);
            //_glDrawable.addGLEventListener(_renderer);
            //p.add((GLJPanel) _glDrawable);
           
           
            _glDrawable = f.createGLCanvas(c);
      //      _animator = new Animator(_glDrawable);
            _glDrawable.addGLEventListener(_renderer);
            p.add((GLCanvas)_glDrawable);
            return p;
      }
     
      public static void main(String args[])
      {
            CsEngineTool tool = new CsEngineTool();
      }

      protected WindowListener createWindowListener()
      {
            return new WindowAdapter()
            {
                  public void windowClosed(WindowEvent we)
                  {
                        //      _animator.stop();
                        ((Window) we.getSource()).dispose();
                        System.exit(0);
                        // TODO Auto-generated method stub      
                  }

            };
           
      }
}


Thanks,
Steve
15  Games Center / Featured Games / Re: Wurm Online on: 2003-08-27 19:37:21
Hello,

Hey Marcuss_Persson, I didn't notice that you were logged in until after you left, I was to busy looking at butterflies. Nice Work. Just in case you would like to know here are some specs:

-Toshiba TecraS1 laptop
-Centrino 1.4GHZ
-256mb RAM
-Radeon 9000

ran pretty good with FPS hovering around 40 with a few quick jumps down to 18.

,steve
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