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1  Java Game APIs & Engines / JOGL Development / Re: Almost 1 year without updates in JOGL! on: 2009-05-20 21:07:38
JavaFX relies both on JMC and JOGL. Therefore, Kenneth and his collegue cannot abandon JOGL Wink

But they should abandon JavaFX, fix the bug in the Swing implementation, learn that it's to late for JavaFX and work on JOGL
2  Java Game APIs & Engines / JOGL Development / Re: JOGL still evolving / promoted? on: 2009-04-27 17:32:50
A lot of good work have been done for jogl but i'm really afraid that if quick official announcements are not made on the topic it will loose ground.
Version 3 and 3.1 are important and an official release support is needed for me...
3  Java Game APIs & Engines / JOGL Development / Re: Official OpenGL 3.0 support / How dead is JOGL? on: 2009-04-17 17:39:27
LWJGL has already added opengl 3.1 support.  Grin

Should have choosen LWJGL so it seems...
4  Java Game APIs & Engines / JOGL Development / Re: JOGL still evolving / promoted? on: 2009-04-17 17:38:12
Used is not he problem...
I can't see any piece of news about an official new release.

For me jogl will loose a lot of the good points it gained by being actively supported by Sun people.

But they are working on JavaFx so they can't do everything I guess (joking a little)
5  Java Game APIs & Engines / JOGL Development / JOGL still evolving / promoted? on: 2009-04-16 17:39:49
Hello all,

A long time since I came on this forum but my work drives me out of the jogl path...
Still I'm palnning to get back and I'm quite confused, after the promising work done, to see that no more announces are made...

3.0 and 3.1 version officially supported (not builded in a corner I mean)? No Jogl version 1.2 or something like that?

Please tell me that jogl is still alive!!
6  Java Game APIs & Engines / JOGL Development / Re: jogl and OpenGL 3 on: 2008-11-07 21:30:25

Any official support planned for OpenGl 3.0 yet?
7  Java Game APIs & Engines / JOGL Development / Re: GL_POINTS all black coloured on: 2008-06-16 18:58:36
are you sure that your camera / view settings are ok to see anything?
8  Java Game APIs & Engines / JOGL Development / Re: launching jar works, executing from cmd doesn't on: 2008-05-26 09:00:19

Are you sure you don't put any jogl dll/so files into the jre or jdk directories? It may be the root of your problem...
9  Java Game APIs & Engines / JOGL Development / Re: Swing Preview ROI Lense (Region of Interest) for the GLJPanel with Texture on: 2008-05-07 19:36:13
Well what do we exactly have to do to help you with the famous and well known : "SPPWGMP, NTDMI"?
10  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-07 05:57:04
Hello you can try the TraceGL, but as far as I know the debug pipeline will not show you anything if you perform valid openGL operations that the Intel driver doesn't handle well.
11  Java Game APIs & Engines / JOGL Development / Re: JOGL vs Garbage Collector, Its killing me! on: 2008-05-06 06:04:32
might be worth while for you to have a look at Yourkit profiler (15 day full eval available)

Hi, you can also simply use Netbeans profiler, which is free and fulfills a lot of needs to inspect memory.
12  Java Game APIs & Engines / JOGL Development / Re: Texture/TextureData to BufferedImage on: 2008-05-06 05:58:06
If SGI's file format is known you can always write your own loader  Wink
13  Java Game APIs & Engines / JOGL Development / Re: Alternatives for Java 3D classes on: 2008-04-15 10:36:18

I'm afraid that you can't just seek some class to class replacement for migrating some application from J3D to JOGL.
J3D is a scenegraph whereas JOGL is a biding to openGl, you should look at Xith instead.
14  Java Game APIs & Engines / JOGL Development / Re: Writing a Jogl benchmark application on: 2008-04-10 08:10:19

I have a little remark on your benchmark, you are using immediate mode for opengl drawings whereas VBO or at least vertex arrays are used nowadays to ensure good performance. Maybe you can try these renderings to get more accurate results.
15  Java Game APIs & Engines / JOGL Development / Re: Split screen drawings problem on: 2008-03-31 08:09:53
I see many possible ways depending on your needs.

1- You can use scissor test to draw your full view at the rear excluding top right corner but it can be complicated
2- You can renderer your preview in a texture and draw a textured quad from your full view in the top right corner
3- You could simply draw a background color quad the size of your preview...

Hope it helps.
16  Java Game APIs & Engines / JOGL Development / Re: Raster Overlay Problems on: 2008-03-06 13:23:07
Hi, I think you just have to set the color to (1.0, 1.0, 1.0) rgb value to have your image "untainted".

In fact the image is tainted since you don't draw the blue component with (1.0f,1.0f,0.0f) triplet.
17  Java Game APIs & Engines / JOGL Development / Re: using Screenshot class with PBuffer on: 2008-02-07 16:00:36
That's not so strange, even if PBuffer are often used as texture they are more like a viewport so this is not texture size limitation that are to be taken into account, if I am not wrong...
18  Java Game APIs & Engines / JOGL Development / Re: Offscreen Rendering without PBuffer on: 2008-02-07 11:27:34
 If you're not on a headless system you can create a 1x1 pixel GLCanvas and use a Frame buffer object to draw your offscreen content.
19  Java Game APIs & Engines / JOGL Development / Re: GLUQuadric rotation on: 2008-01-24 06:48:48

I may miss a thing here but since your sphere seems to be draw at the origin how can you tell that the axis are not "rotated"... rotated or not a sphere is always a sphere
 You should translate a little in an axis direction don't you?
And for the "weird" part of rotation it can't be called weird since it's in the specs...
20  Java Game APIs & Engines / JOGL Development / Re: textrenderer suggestion on: 2008-01-23 10:44:14

I agree with Ken, I would be better to avoid making the API  more complex to solve driver problems.
21  Java Game APIs & Engines / JOGL Development / Re: Texture Coordinates and GluSphere on: 2008-01-22 07:59:36
Well, you get into the problem of mapping a rectangular area on a sphere...
You're right, the area of quads near the poles will be smaller (not slightly)
As with geographical data you have to choose an appropriate projection and maybe use different textures depending on what part of the sphere you are looking at. As an example, and If I remember well, the automatic mapping doesn't allow you to map a texture of earth on a sphere in a correct way, you have to specify the texture coordinates yourself.

22  Java Game APIs & Engines / JOGL Development / Re: Texture Coordinates and GluSphere on: 2008-01-21 17:39:00

It's quite easy to build the two side of the sphere and set texture coordinates to it. I don't say easier way to do it.. Just two loops, and you can use whatever mesh you want to improve perf or easyness for your code.
23  Java Game APIs & Engines / JOGL Development / Re: JAVA/JOGL vs C++/SDL on: 2008-01-09 11:08:11
The gains of time in JAVA programmation is a good deal with the bad perf ... not ?

Why do you think as bad perf as a start?
I really think that with java and jogl you can have really good performance.
24  Java Game APIs & Engines / JOGL Development / Re: GLUT : glutPostRedisplay and glutDisplayFunc are undefined on: 2007-12-01 18:06:04

The functions you're looking for are useful in the C version of openGL you should have a look to the Gears demos for how to set up display.
25  Java Game APIs & Engines / Java 2D / Re: Detecting when mouse is a over an image on: 2007-11-29 19:11:54
I think that you should use mouseMoved callback and check yourself if the mouse position is in or out your "weird" zone.
26  Java Game APIs & Engines / JOGL Development / Re: JOGL game example, where can I find it ? on: 2007-11-24 17:29:09
For the listeners : is a good start I think, just add it to the GLCanvas...
But be conscient that jogl is an OpenGl binding, you won't find buttons, menus and the like into it.
27  Java Game APIs & Engines / JOGL Development / Re: [newbie]help, draw points with different sizes sing buffers on: 2007-11-22 06:32:42

You can change the point size with the following call :

But you can also take a look at the GL_POINT_SPRITE functionality to  have a better approach to particles system (at least someone says so).
28  Java Game APIs & Engines / JOGL Development / Re: Animation display changes on each run... on: 2007-11-20 15:32:05
Maybe it's related to the frame size you are putting you canvas in. Or the layout...
Hard to say with so few information.
29  Java Game APIs & Engines / JOGL Development / Re: [Q] Status Panel and 3D scene on: 2007-11-09 06:44:30
You can have a look to the Overlay demos which should fit your needs.
You can simply draw your 3D scene, change the projection matrix to an ortho2D projection and draw your 2D stuff...
But I may miss a thing!
30  Java Game APIs & Engines / JOGL Development / Re: TextRenderer API on: 2007-11-08 06:59:07
I can confirm that we experienced a 10 fold performance improvement between rc4 (or rc3 maybe) and rc6.
We also experienced a 7 fold perf improvement between the TextRenderer and the good old glutbitmap drawings.

I looked at the previous code where caching was done by "strings", on textured quad was drawn for each string (basically).
Now with the new implementation I understand that little textured quads are rendered (one for each glyph). Moreover VBO seems to be used to improve performance.

Maybe our usages was not the same, and your performance problems are related to a different amount of text,...

PS : Do not hesitate to look at the TextRenderer 's code, it can helps.
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