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1  Java Game APIs & Engines / JOGL Development / Re: Controlled buffer swapping on: 2003-08-26 21:17:01
Hi Gregg, I'd love to see your improved code.  I'm at
shenness@scripps.edu

Sean
2  Java Game APIs & Engines / JOGL Development / Graphics Inconsistancy on: 2003-08-26 02:38:05
Hi,

Just last week I changed my OpenGL rendering code to use JOGL instead of GL4Java.  I was able to get it working well on both Windows and Linux in less than a day.  Very nice.

But, Solaris wasn't so sucessful.  I am running the very latest Java version (1.4.2) and Im getting very strange lighting behaviour.  I have made a test program that shines a single directional light from the upper right top, onto a grey sphere.  The directional light comes out at maximum brightness at every vertex it strikes, regarless of the angle at which they hit the sphere.

Could I be forgetting to set some OpenGL defaults that are different on Solaris OpenGL and Windows OpenGL? Any luck with Solaris, anyone?

I have included screen shots of my test program:
Windows (good picture) Smiley



Solaris (bad picture) Sad



Oh, but wait!  Lets see what happens with GL_SPECULAR set to zero.... wait.... testing.... it fixes it!  Now the sphere looks evan better on Solaris then on Windows.  In the old version, the version that gives a specular highlight in a few polygons on Windows, the GL_SPECULAR color was set to be the same as GL_DIFFUSE - but this gives crazy shading on Solaris.  So Im not sure how safe this GL_SPECULAR term is to use.  For some reason, GL4Java doesn't have this problem.  Sven Goethel is a genius!        
3  Java Game APIs & Engines / JOGL Development / Re: Controlled buffer swapping on: 2003-08-26 00:52:53
Hi, I also have a beef with with the way the buffer swapping
is done in JOGL.  It does the swap for you, after it calles
GLEventListener.display()!  This has been problematic for
me to - it broke my XOR graphics update system on the
Sun computers (which JOGL doesnt seem to work well on right now anyway) because the hardware there does a pointer swap rather than a buffer copy for glSwap().  So my code wrote onto the front buffer for an XOR updates on the Suns.  Also I would like to be able to defeat a swap entirly if my code can determine there was really no reason to do an update.  Did you subclass your own GLCanvas?
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