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1  Java Game APIs & Engines / JOGL Development / Re: render and capture offscreen on: 2004-06-23 08:39:01
Thanks, Daniel, for the snippet.
I have tried the "changed JPanel" method (from an above referenced thread) which (as I recognized later) was also posted by you. After some minor adaptations it works pretty well for me, so thanks for that code even more!

Stefan
2  Java Game APIs & Engines / JOGL Development / Re: render and capture offscreen on: 2004-06-18 10:06:45
Hi,

although this thread is a little old I wanted to reference two threads about offscreen rendering which might be useful:
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1077239979;start=1#1
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1063387918;start=

Now what I'm interested in is the way you capture the image to a bitmap.  My final goal is to export my animation (displayed on a GLCanvas) to different formats like .bmp and .avi. The Java Media Framework (JMF) seems to helpful there. But how did you do it, naphtha?
3  Java Game APIs & Engines / JOGL Development / Re: Very newb, where to next? on: 2004-03-08 08:43:16
AFAIK no books have been printed about JOGL itself.
But basically when you're using JOGL you are programming OpenGL and on that topic a lot of books have been written.
I can suggest the "Open GL Programming Guide" (the red book) by Woo et al. from Addison Wesley. For a good start into 3D graphics in general "Real-Time Rendering" by Möller and Haines is pretty good.
For JOGL the JavaDoc is sufficient.
Have fun!

Stefan
4  Java Game APIs & Engines / JOGL Development / Re: Stencil buffer hardware-dependant? on: 2004-03-04 08:05:12
it would have been just to nice having a guaranteed standard...
Thanks for enlightening (and disillusioning ;-)) me.

Stefan
5  Java Game APIs & Engines / JOGL Development / Stencil buffer hardware-dependant? on: 2004-03-02 13:50:30
Hello,

I've developed an application using JOGL and the OpenGL stencil buffer and I'm pleased with the result on my computer. Testing the program on other machines I realized that the stencil process does not work correctly on all computers. The problem seems to occur only on machines with low-end graphics hardware. AFAIK these computers use OpenGL 1.4.
I thought that all GL implementations guarantee the full GL functionality. Is it that some implementations simply leave out some functionality? Is there a way to identify the capabilities of a system in advance (without running the JOGL-program)?

Any help appreciated,

Stefan
6  Java Game APIs & Engines / JOGL Development / Canvas invisible with JFrame and repaint-on-demand on: 2004-03-02 13:24:25
Hi,

on some (windows) machines the canvas of my application doesn't show at all (on other PCs (Win and Linux) it runs perfectly). In thread "Jogl & Swing" (link below) I read that this problem occurs when a JFrame and repaint-on-demand is used (which is the case). Indeed I was able to solve the problem by using an Animator object. But I consider this merely a workaround.
Are there other ways or attempts to solve the problem in general? Why does it occur only on some machines?

Thanks in advance,

Stefan

"Jogl & Swing"-thread: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1056481342
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