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1  Java Game APIs & Engines / JOGL Development / Re: vbo support on MAC OS X on: 2004-06-14 12:23:04
Well i just quickley made the following changes to MacOSXGLImpl_JNI.c and rebuilt the libjogl.jnilib and the mapBuffer functions work properly now.  So here are the changes that need to be made from:


JNIEXPORT jlong JNICALL Java_net_java_games_jogl_impl_x11_X11GLImpl_dispatch_1glMapBuffer(JNIEnv *env, jobject _unused, jint target, jint access, jlong glProcAddress) {
   PFNGLMAPBUFFERPROC ptr_glMapBuffer;
   LPVOID _res;
   ptr_glMapBuffer = (PFNGLMAPBUFFERPROC) (intptr_t) glProcAddress;
   assert(ptr_glMapBuffer != NULL);
   _res = (* ptr_glMapBuffer) ((GLenum) target, (GLenum) access);
   return (jlong) (intptr_t) _res;
 }
 

 JNIEXPORT jlong JNICALL
 Java_net_java_games_jogl_impl_x11_X11GLImpl_dispatch_1glMapBufferARB(JNIEnv *env, jobject _unused, jint target, jint access, jlong glProcAddress) {
   PFNGLMAPBUFFERARBPROC ptr_glMapBufferARB;
   LPVOID _res;
   ptr_glMapBufferARB = (PFNGLMAPBUFFERARBPROC) (intptr_t) glProcAddress;
   assert(ptr_glMapBufferARB != NULL);
   _res = (* ptr_glMapBufferARB) ((GLenum) target, (GLenum) access);
   return (jlong) (intptr_t) _res;
 }


Correct:

JNIEXPORT jlong JNICALL Java_net_java_games_jogl_impl_macosx_MacOSXGLImpl_dispatch_1glMapBuffer(JNIEnv *env, jobject _unused, jint target, jint access, jlong glProcAddress) {
   PFNGLMAPBUFFERPROC ptr_glMapBuffer;
   LPVOID _res;
   ptr_glMapBuffer = (PFNGLMAPBUFFERPROC) (intptr_t) glProcAddress;
   assert(ptr_glMapBuffer != NULL);
   _res = (* ptr_glMapBuffer) ((GLenum) target, (GLenum) access);
   return (jlong) (intptr_t) _res;
 }
 

 JNIEXPORT jlong JNICALL
 Java_net_java_games_jogl_impl_macosx_MacOSXGLImpl_dispatch_1glMapBufferARB(JNIEnv *env, jobject _unused, jint target, jint access, jlong glProcAddress) {
   PFNGLMAPBUFFERARBPROC ptr_glMapBufferARB;
   LPVOID _res;
   ptr_glMapBufferARB = (PFNGLMAPBUFFERARBPROC) (intptr_t) glProcAddress;
   assert(ptr_glMapBufferARB != NULL);
   _res = (* ptr_glMapBufferARB) ((GLenum) target, (GLenum) access);
   return (jlong) (intptr_t) _res;
 }
2  Java Game APIs & Engines / JOGL Development / Re: vbo support on MAC OS X on: 2004-06-10 12:47:36
oops just realized that the generated code is avaibled with nightly builds.  after further inspection of the MacOSXGLImpl_JNI.c (June 10 build), the mapBuffer is there. but whats wierd is that the glue code for the windowsGLImpl is there as well:

Java_net_java_games_jogl_impl_windows_WindowsGLImpl_dispatch_1glMapBuffer
Java_net_java_games_jogl_impl_windows_WindowsGLImpl_dispatch_1glMapBufferARB

in addtion to:
Java_net_java_games_jogl_impl_x11_X11GLImpl_dispatch_1glMapBuffer
Java_net_java_games_jogl_impl_x11_X11GLImpl_dispatch_1glMapBufferARB


more weird is the prefix for these two functions:

Java_net_java_games_jogl_impl_x11_X11GLImpl_dispatch_1

Shouldn't it be:
Java_net_java_games_jogl_impl_macosx_MacOSXGLImpl_dispatch_1
(like the rest of the functions)?

3  Java Game APIs & Engines / JOGL Development / Re: vbo support on MAC OS X, on: 2004-06-10 12:28:19
this error implys that the vbo method: glMapBufferARB (also tried glMapBuffer) isn't in the native library that is linked?  I'm using the lastest build of the libjogl.jnilib and jogl.jar (Jun 10th).  The other methods seem to have no problem (glBindBuffer, glUnmapBuffer, glBufferData ).  I've wrote some Objective-C code i wrote the VBO's work fine.  I'm assuming its something wrong with the libjogl.jnilib.  

shawnkendall, u verified that VBO's do work, but are u using MapBuffer??  I would try to build the JOGL myself  and look at the jni code that is generated, but i cant justify spending time here at work just to build it (i build it at home, but its on PC).     thanks for any help
4  Java Game APIs & Engines / JOGL Development / Re: vbo support on MAC OS X on: 2004-06-08 15:56:20
When i run the vertexBufferObject.java demo i get:

java.lang.UnsatisfiedLinkError: dispatch_glMapBufferARB
     at net.java.games.jogl.impl.macosx.MacOSXGLImpl.dispatch_glMapBufferARB(Native Method)
     at net.java.games.jogl.impl.macosx.MacOSXGLImpl.glMapBufferARB(MacOSXGLImpl.java:33467)
     at VertexBufferObject.allocateBigArray(VertexBufferObject.java:687)
     at VertexBufferObject.access$2(VertexBufferObject.java:678)
     at VertexBufferObject$VBOListener.init(VertexBufferObject.java:311)
     at net.java.games.jogl.impl.GLDrawableHelper.init(GLDrawableHelper.java:68)
     at net.java.games.jogl.GLCanvas$InitAction.run(GLCanvas.java:191)
     at net.java.games.jogl.impl.macosx.MacOSXGLContext.makeCurrent(MacOSXGLContext.java:163)
     at net.java.games.jogl.impl.macosx.MacOSXOnscreenGLContext.makeCurrent(MacOSXOnscreenGLContext.java:137)
     at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:232)
     at net.java.games.jogl.impl.macosx.MacOSXOnscreenGLContext.invokeGL(MacOSXOnscreenGLContext.java:84)
     at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:186)
     at net.java.games.jogl.GLCanvas.display(GLCanvas.java:74)
     at net.java.games.jogl.Animator$1.run(Animator.java:104)
     at java.lang.Thread.run(Thread.java:552)


it craps out on the following line:
   bigArrayVBOBytes = gl.glMapBufferARB(GL.GL_ARRAY_BUFFER_ARB, GL.GL_WRITE_ONLY_ARB);

what could be the problem? thx
5  Java Game APIs & Engines / JOGL Development / vbo support on MAC OS X on: 2004-06-08 11:16:46
Hey guys, does jogl have support for vbos on MAC OS X yet?  10.3.4 has added the vbo extension, but i cant seem to get the vbo working.  I get a java.lang.UnsatisfiedLinkError: dispatch_glMapBufferARO exception.  thanks
6  Java Game APIs & Engines / JOGL Development / Re: Video memory and Double buffering on: 2004-04-20 17:24:15
question 1:

If you dont clear your frame buffer at the beginning each frame then you could just update a section of it.  Also you could render the scene to a offscreen buffer (render to texture, pbuffer,..etc) and then use this as a texture for a quad that covered the whole screen(use an orthographic projection or something). Some effects algorithms use method this to capture frames and do some sort of blend or combine on them, differed shading, DOF..etc)

There is a specific GL extension that do this as well (see the extension registry http://oss.sgi.com/projects/ogl-sample/registry/ARB/wgl_buffer_region.txt for the ARB_buffer_region extension).  Ofcouse if the eye position changes then you would have to reupdate the stockframe.

Question 2:
commonly used geometry can be uploaded to vram in several ways:  Display Lists, VAR, VAO, VBO.   VertexArrayObject are your best bet as (VAR and VAO,  nvidia's & ati's early attempts at functionality similar to VBO).  Display lists can be handy too, but they arn't neccesarly only for geometry.  See the extension on ARB_vertex_buffer_object.

There should be lots of tutorials on how to use these extesnsion on the  net.  Check www.delphi3d.net  (its in delphi but you can get the jist of the examples)

7  Java Game APIs & Engines / JOGL Development / Re: OpenGL Commands outside of Display on: 2004-04-15 15:44:06
Quote
No. As I have written in another post I want to generate textures.

This is my current problem with JOGL:
I have a bunch of images which i want to convert to textures. My current solution is to preload the images and put them in a list for later handling. This list is worked through when init() is called which happens only one time when the frame which belongs to my GLCanvas is made visible.

Whenever I need another texture and the game is running already (e.g. entering next level) I have to generate the texture from the display() method. But this takes some time and while doing the conversion the gui is freezed.

Is there no other possibility to handle texture generation?

---

Just realized that texture generation from init() is freezing the gui as well. So there is REALLY no way to do texture generation and show a JProgressBar ?!?



do all of your texture loading befor hand (or he majority) you can bring some new textures every frame.  Or have images loaed in a separate thread and just have the GL thread send data to the GL.

i.e.  

loading thread:

running()
{
  while ()
 {
     if (ImageLoadQueue.hasMoreElements())
      {
           image = ImageLoadQueue.removeFront();
           image.loadfromFile();
           //tell the gl thread the image is loaded
           sendTextureLoadedMessage(image);
      }
 }
}

openglThread()
{
  while (texturesToLoad) {  //get message from other thread with data to send to gl
     glTexImage2D(...., nextTexture);
  }
}

maybe each frame you cap the max textures that can be sent to GL.  so it wont hang on one frame too much.  Also remember to make sure things are all synced up when your using multiple threads.


Additionally you could use some of the texture compression extesnsions so your loading and sending less data.



8  Java Game APIs & Engines / JOGL Development / Re: Best way to use Thread for display on: 2004-04-01 18:18:45
couldnt you have the thread that calls the mouse events handle to push the x, y positon onto a queue.  The display method thread would then compute the unprojected values by pull data off the queue, do the glu call and then send them to wherever they have to go (just make sure things are all syncronized)

That trick thing seems like a messy solution.
9  Java Game APIs & Engines / JOGL Development / Re: JOGL & OpenGL2.0:  General Assessment on: 2004-03-30 23:12:59
Quote

--The specific prospects for OpenGL Shaders.  Is there any reason to expect a lag between JOGL and OpenGL in this particular area, especially given the benefit of driver-side compilation?


you mean GLSL?  and will they have slower compile time under JOGL?  I think (please correct me if i'm wrong) a similar overhead to any other JOGL  call would apply.  The driver will still compile the shader as the JOGL calls are mapped to native methods though JNI.  The ususal overhead would exist  as the java objects are converted to data that the native gl functions can understand.  (ie calling GetStringUTFChars, ReleaseStringUTFChars...etc)
10  Java Game APIs & Engines / JOGL Development / Re: Another pbuffer thread on: 2004-03-30 21:02:33
Just got home and tried the code.  At work pbuffer code i posted worked fine without the "isInitialized" check but when i ran it a home i got the same extension using the isInitialized fixed the problem.

if (pbuffer.isInitialized())
{
   pbuffer.bindTexture();
}

But this isn't the problem jeickmann was having.  I ran my pbuffer code through several hundred itterations and it seems stable. Maybe you could post source (if its not that much)?
11  Java Game APIs & Engines / JOGL Development / Re: Another pbuffer thread on: 2004-03-30 17:28:30
"net.java.games.jogl.GLException: Shouldn't try to bind a pbuffer to a texture if
render-to-texture hasn't been specified in its GLCapabilities "

shouldn't  "setOffscreenRenderToTexture(true)" specify to enable render-to-texture??

Sorry I haven't used pbuffer that much so i'm at a loss too.  But the code seems to work on my machine here.  The app just clears the offscreen buffer to some color.  The onscreen buffer then takes the offscreen one and uses it as a texture. on a quad that is in the center of the screen.

Whats weirder is that when i set setOffscreenRenderToTexture(false) it still works.  I'm running a mac with os x 10.3 and pixel buffers should be support through  GL_APPLE_pixel_buffer?  




12  Java Game APIs & Engines / JOGL Development / Re: Another pbuffer thread on: 2004-03-30 16:15:03
import net.java.games.jogl.*;
import javax.swing.*;

public class PBufferTestApp implements GLEventListener
{
     private GL gl;
     private GLU glu;
     private GLDrawable gldrawable;
     
     private int textureHandle;
     private JFrame frame;
     private final Animator animator;
     GLPbuffer pbuffer;
     
     private class PBufferEventListener implements GLEventListener {
           private float counter = 0;
           private float r=0;
           private float g=0;
           private float b=0;
           
           public void init(GLDrawable drawable) {
                 System.out.println("+PBUFFER INIT");
           }
           public void display(GLDrawable drawable) {
                 //System.out.println("+PBUFFER DISPLAY "+counter);
                 r = (float) Math.sin( (counter % 100) * 0.01f * 2.0f *3.1415f) ;
                 g = (float) Math.cos( (counter % 100) * 0.01f * 2.0f *3.1415f) ;
                 b= (float) Math.tan( (counter % 100) * 0.01f * 2.0f *3.1415f) ;
                 
                 counter+=0.1f;
                 
                 //clamp from [0,1]
                 r += 1.0f;
                 r *= 0.5f;
                 
                 g += 1.0f;
                 g *= 0.5f;
                 
                 b += 1.0f;
                 b *= 0.5f;
                 gl.glClearColor(r,g,b, 1);
                 gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
                 gl.glFlush();
           }
           
           public void reshape(GLDrawable drawable, int x, int y, int width, int height)
           {
                 System.out.println("+PBUFFER RESHAPE");
                 float h = (float)height / (float)width;
               gl.glViewport(0,0,width,height);
               gl.glMatrixMode(GL.GL_PROJECTION);
     
                 gl.glLoadIdentity();
                 glu.gluOrtho2D(0,0,1,1);
             
                 gl.glMatrixMode(GL.GL_MODELVIEW);
                 gl.glLoadIdentity();    
           }
           public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
             
     }
           
     public static void main(String args[])
     {
           PBufferTestApp remoteRenderer = new PBufferTestApp();
     }
     
     PBufferTestApp()
     {
         frame = new JFrame("Bah");
         GLCapabilities attributes = new GLCapabilities();
         GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(attributes);
         
         canvas.addGLEventListener(this);

         frame.setFocusable(true);
         frame.getContentPane().add(canvas);

         animator = new Animator(canvas);
         frame.show();
           System.out.println("Initalized GUI");
           animator.start();
         frame.setSize(300, 300);
     }
     
     public void init(GLDrawable drawable)
     {
           gl = drawable.getGL();
           glu = drawable.getGLU();
           
           this.gldrawable = drawable;
           System.err.println("INIT GL IS: " + gl.getClass().getName());
   

           if (gl.isExtensionAvailable("WGL_ARB_pbuffer"))
           {
                 System.out.println("PBUFFER SUPPORTED");
           }
           else
           {
                 System.out.println("PBUFFER NOT SUPPORT");
           }
         
         boolean supported = drawable.canCreateOffscreenDrawable();
         GLCapabilities caps = new GLCapabilities();
         caps.setOffscreenRenderToTexture(true);
         caps.setDoubleBuffered(false);
         
         
         if(!supported)
         {
               System.err.println("PBuffers not supported, shadow mapping not available");
               return;
         }

         
         pbuffer = drawable.createOffscreenDrawable(caps, 512, 512);
         pbuffer.addGLEventListener(new  PBufferEventListener());
         System.err.println("Pbuffer created");
         

           pbuffer.display();
           
           
         int temp[] = new int[1];
         gl.glGenTextures(1, temp);
         

         
         
         textureHandle =temp[0];
         
         gl.glBindTexture(GL.GL_TEXTURE_2D, textureHandle);
         pbuffer.bindTexture();
         gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
         gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);

         gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
         gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
         
//          gl.glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
 }
     
     
 public void reshape(GLDrawable drawable, int x, int y, int width, int height)
 {
   float h = (float)height / (float)width;
   gl.glViewport(0,0,width,height);
   System.out.println("WINDOW SIZE " + width + " " + width);
   gl.glMatrixMode(GL.GL_PROJECTION);


     gl.glLoadIdentity();
     glu.gluPerspective(45.0f, 1.0f, 0.1f, 1000.0f);

 
     gl.glMatrixMode(GL.GL_MODELVIEW);
     gl.glLoadIdentity();    
 }
 
 public void display(GLDrawable drawable)
 {
       pbuffer.display();
       gl.glClearColor(0,0,0,1);
       gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
       
     gl.glPushMatrix();
     //loadCamera()

     
     gl.glEnable(GL.GL_TEXTURE_2D);
     gl.glBindTexture(GL.GL_TEXTURE_2D, textureHandle);
     pbuffer.bindTexture();
     gl.glBegin(GL.GL_QUADS);
     gl.glColor3f(1,1,1);
     gl.glTexCoord2f(0,0);
     gl.glVertex3i(-5, -5, -15);
     gl.glTexCoord2f(1,0);
     gl.glVertex3i( 5, -5, -15);
     gl.glTexCoord2f(1,1);
     gl.glVertex3i( 5,  5, -15);
     gl.glTexCoord2f(0,1);
     gl.glVertex3i(-5,  5, -15);
     gl.glEnd();
     gl.glDisable(GL.GL_TEXTURE_2D);
     
     
     gl.glPopMatrix();

 }

 public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {}

 
 
}
13  Java Game APIs & Engines / JOGL Development / Re: Another pbuffer thread on: 2004-03-30 16:14:47
I threw together a very simple pbuffer test (i've never worked with the pbuffers with jogl so i'm not sure how write it is) but it seems to work fine.  not sure if it will help, but i'll post the code below
14  Java Game APIs & Engines / JOGL Development / Re: building with 1.5 support on: 2004-03-29 12:56:20
thx for the reply, I dont see any wierd or different out put with the sgi header which says about ignoring any of the defines.  I also tried copying the function prototypes and macros for the "ARB_GLSL" extensions into the glext.h that was checked out with the latest version of jogl.  The defines would show up but the functions would be missing. Thx
15  Java Game APIs & Engines / JOGL Development / Re: Level Editor GUI Design (OpenGL or not) on: 2004-03-26 11:03:00
I think most windowed based level editors, 3d applications use the MFC to do traditional ui stuff and have several viewports that render the GL image.  There are 3rd party ui libaries for opengl too (so you dont have to write your own).  I wrote a set of ui wigets before (button, list boxes, text fields, text areas, event handling.etc..) but it was more hassel then what it was worth (its an extensive project on its own).  Using opengl to do 2d ui components in your application allows you to go full screen and still beable to interact with your widgits.  Advantages to using gl built ui components would  also allow you to customize the look and functionality of your widgets.  Using a the standard foundation classes would generally make your application to look like every other windowed application.  At work we develop for MAC OS X and use the Cocoa Framework to do all our buttons, its easy to do and the drag and drop tools makes for rapid assebly of gui's (this is the same for JFC and MFC).  I'm not sure if there are tools to allow for visual creation of opengl UI's based on the those 3rd party gl ui libaries.   Persionall if i had a chose i would stick with the traditional foundataion classes (swing, mfc, Cocoa..etc) since those libraries are tried tested and true, and have a standard look and feel, i guess another advantage would is a gl ui's are more plateform independent but since where deaing with swing, thats a non-issue. A problem with them would be that they may be nostandard and learning the application that was implemneted with these UI would be more difficult,  (Blender is trickier to learn).  
16  Java Game APIs & Engines / JOGL Development / Re: building with 1.5 support on: 2004-03-26 01:02:55
Should these be ignored in the gl-common.cfg file?

Ignore (GL|GLU|GLX|WGL|AGL|CGL)_EXT_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_ARB_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_PGI_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_SGI_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_SGIS_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_SGIX_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_MESA_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_HP_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_ATI_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_NV_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_IBM_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_WIN_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_REND_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_APPLE_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_INTEL_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_INGR_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_SUN_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_SUNX_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_3DFX_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_OML_.+
Ignore (GL|GLU|GLX|WGL|AGL|CGL)_I3D_.+

it seams that it can find the static final defines for the extension because they are being ignored from the glext.h


shouldnt these be enabled to get the build to work that support extensions?  THere disabled with a clean checkout and the static final's are there for all the extensions, but when i switch to the new glext.h all the static finals for the extensions disappear (well most of them, for instance there are no NV_ extensions there).   Is something screwy with the glext.h that i'm using,  or is the make having difficultes parsing this new glext.h?  I got it from the sgi extension registry.  I did a file compare with the one that was checked out and there are some differences.  I also made the changes to it as discribed in from the other thread.  thanks for any help
17  Java Game APIs & Engines / JOGL Development / building with 1.5 support on: 2004-03-25 23:40:20
I've followed the steps as illustrated in the thread:

http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1074276422;start=15


but i am getting several compile errors (any ideas):

java.generate.cg.check:

java.generate.cg:

java.compile:
   [javac] Compiling 93 source files to C:\java\jogl_src\jogl\build\classes
   [javac] C:\java\jogl_src\jogl\src\net\java\games\jogl\impl\windows\WindowsPb
ufferGLContext.java:341: cannot resolve symbol
   [javac] symbol  : variable GL_TEXTURE_RECTANGLE_NV
   [javac] location: interface net.java.games.jogl.GL
   [javac]             textureTarget = GL.GL_TEXTURE_RECTANGLE_NV;
   [javac]                               ^
   [javac] C:\java\jogl_src\jogl\build\gensrc\classes\net\java\games\jogl\impl\
windows\WindowsGLImpl.java:2194: cannot resolve symbol
   [javac] symbol  : variable _addressof_glMapBufferARB
   [javac] location: class net.java.games.jogl.impl.windows.GLProcAddressTable
   [javac]     final long __addr_ = _context.getGLProcAddressTable()._addressof
_glMapBufferARB;
   [javac]                                                        ^
   [javac] C:\java\jogl_src\jogl\build\gensrc\classes\net\java\games\jogl\impl\
windows\WindowsGLImpl.java:2199: cannot resolve symbol
   [javac] symbol  : variable GL_BUFFER_SIZE_ARB
   [javac] location: class net.java.games.jogl.impl.windows.WindowsGLImpl
   [javac]     glGetBufferParameterivARB(target, GL_BUFFER_SIZE_ARB, sz);
   [javac]                                       ^
   [javac] C:\java\jogl_src\jogl\build\gensrc\classes\net\java\games\jogl\impl\
windows\WindowsGLImpl.java:2224: cannot resolve symbol
   [javac] symbol  : variable _addressof_glShaderSourceARB
   [javac] location: class net.java.games.jogl.impl.windows.GLProcAddressTable
   [javac]       final long __addr_ = _context.getGLProcAddressTable()._address
of_glShaderSourceARB;
   [javac]                                                          ^
   [javac] Note: C:\java\jogl_src\jogl\src\net\java\games\jogl\GLCanvas.java us
es or overrides a deprecated API.
   [javac] Note: Recompile with -deprecation for details.
   [javac] 4 errors

BUILD FAILED
file:C:/java/jogl_src/jogl/make/build.xml:711: Compile failed; see the compiler
error output for details.

Total time: 1 minute 13 seconds
18  Java Game APIs & Engines / JOGL Development / Re: Problems building using Ant 1.60/Antlr 2.7.2 on: 2004-03-25 22:24:34
oops forgot to setup my copiler paths (vcvars32.bat).  It builds fine with vc6.0, antlr 2.7.3 and ant 1.5.3
19  Java Game APIs & Engines / JOGL Development / Re: Problems building using Ant 1.60/Antlr 2.7.2 on: 2004-03-24 23:13:30
well going back to antlr 2.7.2 and ant 1.5.3 didnt seem to work initially, but when i downloaded a fresh copy of the source and tried to make, it built the jogl.jar.  Unfortunatey it craps out right after this before building the jni stuff.  Any ideas? thanks


declare.win32.vc6:

c.compile.jogl.win32.vc6:

c.compile.jogl.check.nonmacosx:

c.compile.jogl.check.macosx:

c.compile.jogl.check:

c.compile.jogl:

BUILD FAILED
file:C:/java/jogl_src/jogl/make/build.xml:783: Execute failed: java.io.IOExcepti
on: CreateProcess: cl.exe /Imake/stub_includes/opengl "/IC:/Program Files/Micros
oft Visual Studio/VC98/PlatformSDK/Include" "/IC:/Program Files/Microsoft Visual
Studio/VC98/include" /IC:\J2SDK1.4.2\JRE/../include /IC:\J2SDK1.4.2\JRE/../incl
ude/win32 /Imake/stub_includes/cg /MD /W3 /O2 /Ob1 /GF /Gy /nologo /TC /c /Fobui
ld\obj\jogl/BufferUtils.obj src\native\jogl\BufferUtils.c error=0
20  Java Game APIs & Engines / JOGL Development / Re: Problems building using Ant 1.60/Antlr 2.7.2 on: 2004-03-24 22:41:47
yes i'm having some problems compiling as well (the pre distributed binaries work well, but i'd like to compile the src myself).  I"m using antlr-2.7.3 and ant-1.6.1 with visual c++ 6.0 on windows 98.  

I use something like this to set up

set ANT_HOME=C:\java\ant
set PATH=%path%;c:\j2sdk1.4.2\bin;C:\java\jogl\build\obj;C:\java\ant\bin
set CLASSPATH=C:\java\antlr-2.7.3\antlr.jar
         
set JAVA_HOME=C:\j2sdk1.4.2


when i run win32.vc6 it makes it pretty far, but when it gets to Compiling 81 source files to C:\java\jogl_src\jogl\build\classes the javac cant find certain classes that have to yet to be compiled (for instance, it looks for GLU class but it hasn't been copiled yet).  A far as i know i've set everything up correctly but it seems to be similar to what the posters above are getting so i would get better results  using antlr 2.7.2 and ant 1.5.3?


build.static.gl.task:

    [echo] StaticGLGen ANT task has been built successfully.

java.generate.check:

java.generate:

java.generate.cg.check:

java.generate.cg:

java.compile:
   [javac] Compiling 81 source files to C:\java\jogl_src\jogl\build\classes


   [javac] C:\java\jogl_src\jogl\src\net\java\games\jogl\GLDrawable.java:104: c
annot resolve symbol
   [javac] symbol  : class GLU
   [javac] location: interface net.java.games.jogl.GLDrawable
   [javac]   public GLU getGLU();
   [javac]          ^
   [javac] C:\java\jogl_src\jogl\src\net\java\games\jogl\GLDrawable.java:107: c
annot resolve symbol
   [javac] symbol  : class GLU
   [javac] location: interface net.java.games.jogl.GLDrawable
   [javac]   public void setGLU(GLU glu);
   [javac]                      ^

...
....
....


   [javac]   ^
   [javac] 17 errors

BUILD FAILED
C:\java\jogl_src\jogl\make\build.xml:1058: Following error occured while executi
ng this line
C:\java\jogl_src\jogl\make\build.xml:711: Compile failed; see the compiler error
output for details.



21  Java Game APIs & Engines / JOGL Development / Re: Help with Installation on: 2004-03-24 21:58:57
you need to set class path of your installed antlr

for example on windows my antlr is installed in C:\java\antlr-2.7.3\


simplely type in the prompt:

set CLASSPATH=C:\java\antlr-2.7.3\antlr.jar

If you just use the precompled binaries just set the CLASSPATH to the location of 'jogl.jar' file and PATH to the location of the 'jogl.dll'

Opps, didnt realize this was from months ago, oh well, i'll post it anyways for future reference.
22  Java Game APIs & Engines / JOGL Development / Support for GLSL on: 2004-03-23 22:46:39
Hi i'm just curious if there is a time line on the exposure of high level opengl shading support.:

GL_ARB_shader_objects
GL_ARB_vertex_shader
GL_ARB_fragment_shader
GL_ARB_shading_language_100
23  Java Game APIs & Engines / JOGL Development / Re: Free OpenGL Shader Master Class on: 2004-03-23 22:40:57
Grin Grin Grin Just got back from the one in Montreal Grin;D;D


I would recomend it for developers with little experience with shaders
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