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1  Java Game APIs & Engines / Java 2D / Re: Using a native renderer for Swing on: 2007-04-15 20:22:26
I have done more development and the renderer now works quite well. The performance is a lot better and is already quite good. You can try the Java2D demo at:

http://www.sceniclibrary.org/jar/0.12.4/

The demo works only on Windows.
2  Java Game APIs & Engines / Java 2D / Re: Using a native renderer for Swing on: 2007-04-08 07:06:07
I got the thing working by implementing my own ScenicJFrame class, which overrides the getGraphics and paint functions. I also extended RepaintManager to disable double buffering. I can already run Sun's Java2D demo but the frame rate is slow. This is probaly because Scenic is a scene-based library and therefore I need to first create a scene and then render it. Because Java2D is immediate mode, I need to recreate the entire scene for every frame, which is costly.

Both under DirectX and OpenGL Scenic uses hardware rendering for all primitives, including antialiased lines and polygons. So the performace should be good, at least if there are no other bottlenecks.
3  Java Game APIs & Engines / Java 2D / Using a native renderer for Swing on: 2007-04-04 07:28:57
Hi,

I have implemented a new Graphics2D class that uses the Scenic graphics library to do rendering. Now I want to use this new renderer in Swing. I have managed to create a JFrame that uses native rendering. However, I don't now how to make the swing components use the new renderer. Does anyone now what is the best way to do this?

The homepage of Scenic is at http://www.sceniclibrary.org/

Br,
Jouni

4  Java Game APIs & Engines / Java 2D / Video support for Scenic library on: 2006-11-26 15:20:30
Hi,

I have released version 0.11 of the Scenic graphics library. The new version includes support for playing videos. The video support is implemented using DirectShow so it only works on Windows. Otherwise the library works (or should work) on Linux too. You can see the new homepage at:

http://www.sceniclibrary.org/

You can try the webstart

http://www.sceniclibrary.org/jar/scenic.jnlp

The library works on Windows and Linux. There are some compatibility problems especially with older graphics cards, so it may not work on your system. I will propably add support for gstreamer in the future.

Br,
Jouni Tulkki

5  Java Game APIs & Engines / Java 2D / Re: Java font hinting on: 2006-04-16 10:32:09
I think there are situations when unhinted text is good. Unhinted text is closer to the
real look of the font then hinted text. So it can be useful for print preview and stuff like
 that. On the other hand hinted outlines would be useful if I want to render the text
using the outlines. It would be more consistant if I could get hinted outlines.
6  Java Game APIs & Engines / Java 2D / Java font hinting on: 2006-04-14 18:02:37
Hello,

I have explored the way Java renders glyphs. In my experience it seems that all glyph that Java renders are hinted. Is there any way to get non-hinted glyphs? Also, when I use GlyphVector.getGlyphOutline the outlines seem to be always non-hinted. Is there a way to get hinted outlines? I'm using Java 1.5.

-Jouni


7  Game Development / Performance Tuning / Re: Low-latency garbage collection using fork on: 2006-02-06 20:20:18
No, modern unixes (and other modern operating systems) can do a copy-on-write operation. This means that the copying is not done until the memory is written to. Before that both processes share the same physical memory. Only the page tables need to be copied, which is only a fraction of the actual memory usage. Only the pages (a page is a 4kB block of memory) that are written to during the mark phase need to be copied. For an average program this is very likely only a fraction of the total used memory.
8  Game Development / Performance Tuning / Low-latency garbage collection using fork on: 2006-02-06 18:36:14
Hi,

Here is a simple way to do garbage collection without pausing the program. A fork command is used to create a copy of the current process. Then the marking phase is done in the forked process. After that the list of marked objects is returned to the original process and the sweep phase is done. The forked process is then killed. This should enable zero-latency garbage collection when using mark-and-sweep alogrithm. The only downside is the increased memory consumption because of the need to fork the process. In the worst case the memory requirement is doubled. However, since modern unixes do fork very efficently the need of extra memory is in most cases well below 100%. Has Sun considered this algorithm or something similiar?
9  Java Game APIs & Engines / Java 2D / Re: A scene based 2D graphics library for Java on: 2006-02-04 17:04:46
Hello again,

I have released version 0.9 of the library.

Major changes in version 0.9 include:

* Added square, radial and conical gradients.
* Added line dash patterns.
* Added support for multiple simultanious canvases.
* Added zooming and scrolling to the demo.
* Changed Shape and Brush classes to be subclasses of SceneLeaf.
  This makes the library more flexible.
* Added short descriptions for all public classes.

The library is now hosted on java.net at:

https://scenic.dev.java.net/

A java webstart demo can be launched by clicking the following link:

http://users.tkk.fi/~jitulkki/scenic/java/scenic.jnlp
10  Java Game APIs & Engines / Java 2D / Re: RFE: push/pop Java2D graphics state - ACCEPTED on: 2005-11-21 11:59:41
I think this is a good idea. I think this can be implemented quite fast in Java2D. There should be no need to use glPushAttrib/glPopAttrib. Instead the push/pop stuff should be implemented in java code. There is ofcourse some overhead but nothing dramatic.
11  Java Game APIs & Engines / JOGL Development / Re: No hardware acceleration on Linux. on: 2005-11-02 17:53:27
Whatever the problem was (propably a bug in ATI's driver) it disappeared when I updated to latest version on ATI's driver. Seems that Iit was not a bug in jogl after all.
12  Java Game APIs & Engines / JOGL Development / Re: No hardware acceleration on Linux. on: 2005-11-02 13:58:02
The problem seems to be that the AWT canvas uses a wrong visual. I found that lwjgl uses a clever method to create a canvas with the right visual.

see the Java code:

http://cvs.sourceforge.net/viewcvs.py/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/LinuxCanvasImplementation.java?view=markup

and corresponding native code:

http://cvs.sourceforge.net/viewcvs.py/java-game-lib/LWJGL/src/native/linux/org_lwjgl_opengl_LinuxCanvasImplementation.c?view=markup

it would be nice if this were added to jogl
13  Java Game APIs & Engines / Java 2D / Re: A scene based 2D graphics library for Java on: 2005-11-02 13:08:21
I ported the code to X / OpenGL. I found a way from lwjgl source code to make OpenGL work with AWT. The OpenGL code works only on Linux, on Windows I still use DirectX. I access OpenGL using my own native code instead of using lwjgl. This is easier since I can share a lot of c++ code between the DirectX and OpenGL renderers.

The OpenGL renderer uses the GL_EXT_framebuffer_object extension. I could not get pbuffers to work with my ati drivers, however the framebuffer extension works fine and is a lot better choice. You will propably need quite recent drivers though.

You can try the Java Web Start demo from the home page: http://users.tkk.fi/~jitulkki/scenic/java/
14  Java Game APIs & Engines / Java 2D / Re: A scene based 2D graphics library for Java on: 2005-10-26 10:59:45
The source code is now available from the homepage

http://users.tkk.fi/~jitulkki/scenic/java/

The source package contains an eclipse project. The native c++ code is compiled with Microsoft Visual C++ 6.0.
15  Java Game APIs & Engines / Java 2D / Re: A scene based 2D graphics library for Java on: 2005-10-25 17:50:53
I chose DirectX mainly because it is simpler then OpenGL with all extensions.
Granted I have not looked too deeply into DirectX because I hate the idea of being locked into any one specific platform (especially Windows!), but from what I see it's pretty similar in terms of level of difficulty!  Could it be, maybe, that DirectX is just what you know and have chosen to stick with it?  Not that that's wrong!  Grin

I also think that Linux needs to mature more on the 3d front before it is really usable (for normal people). For example I remember how I searched the web for a month before I found a patch to make the ATI driver to work with my agp chipset.
Then I must be a bloody genius because I am writing a LWJGL based application than runs under Linux for work!  Grin

But seriously, if platform dependance is not a big deal for you then cool, but I fear that you have severely limited the number of people who are going to use your library!

I think it would be nice to have the library work on Linux. Like I said I could not get hardware acceleration to work with jogl on Linux. I also tried writing my own native library but with no success if I used AWT. Without AWT things work fine, but it is more complicated to implement and less flexible for the user. The problem seems to be that the window that AWT creates does not have the correct visual. One solution is to create a child window which has the correct visual. However then the AWT-library does not receive repaint notifications from the X-server so it is not a very practical solution.

16  Java Game APIs & Engines / Java 2D / Re: A scene based 2D graphics library for Java on: 2005-10-25 15:07:35
I've changed the library so that it should work with nvidia cards wihout need to resize the window. I've also added initial documentation. The jar files are available if someone wants to develop stuff using the library.

I also implemented round joints and square and round caps. The antialias demo uses a new pattern for testing antialiasing. The library implements high-quality polygon antialiasing using common hardware. The algorithm is analytic, so there is no need for supersampling. Unlike some simpler algorithms this algorithm does not enlarge the polygons, and it should work well even for polygons that contain fine detail.
17  Java Game APIs & Engines / Java 2D / Re: A scene based 2D graphics library for Java on: 2005-10-17 19:52:15
First I tried to do this on Linux using jogl but I could not get hardware acceleration to work with jogl. Then I tried to do it on Windows using jogl, but rendering to textures didn't work. So I decided to write my own native library using DirectX. I chose DirectX mainly because it is simpler then OpenGL with all extensions. The fact that it doesn't work on Linux doesn't bother me much because I could not get hw-acceleration to work on Linux under Java. I also think that Linux needs to mature more on the 3d front before it is really usable (for normal people). For example I remember how I searched the web for a month before I found a patch to make the ATI driver to work with my agp chipset.
18  Java Game APIs & Engines / Java 2D / A scene based 2D graphics library for Java on: 2005-10-17 17:18:38
Hi,

I have written a new library called Scenic. Scenic is a scene based 2D graphics library. It uses DirectX 9.0 for rendering and uses JNI to access DirectX. The library is mostly written in Java, but lowlevel rendering is done with c++. Because the library uses DirectX, it works only on Windows. The library is less then a month old, so it has not been tested a lot.

Please visit the homepage at:

http://users.tkk.fi/~jitulkki/scenic/java/

You can run a demo by clicking the following link:

http://users.tkk.fi/~jitulkki/scenic/java/scenic.jnlp

I have tested the library only on Radeon 9500 so there is no guarantee that it will work on other cards. Currently the library does not use vertex or pixel shaders, so it should work with quite many cards. You need to have DirectX 9.0 installed.

I will propably make big changes to the library so there is no point in writing a documentation yet. I have not published the source code, but will possibly publish it some time.
19  Game Development / Performance Tuning / Re: GC Bomb - CMS GC starves high priority system threads on: 2005-09-26 13:19:56
This is the bug 5101898 in Sun's bug database. See:

http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=5101898

See also discussion in

http://forum.java.sun.com/thread.jspa?threadID=666691&tstart=0
20  Java Game APIs & Engines / JOGL Development / Re: No hardware acceleration on Linux. on: 2005-09-20 08:34:44
Available 39: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 40: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 41: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 42: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 43: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 44: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 45: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 46: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 47: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 48: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 49: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 50: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 51: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 52: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 53: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 54: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 55: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 56: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 57: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 58: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 59: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 60: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 61: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 62: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 63: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Choosing window system's recommended choice of 6
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
main: GLContext.setRealized(true) for context net.java.games.jogl.impl.x11.X11OnscreenGLContext@1a73d3c
GLCanvas.addNotify()
!!! Created GL context for net.java.games.jogl.impl.x11.X11OnscreenGLContext
AWT-EventQueue-0: !!! Initializing GLU extension address table
!!! Initializing OpenGL extension address table
!!! GLX version: major 1, minor 2
INIT GL IS: net.java.games.jogl.impl.x11.X11GLImpl
!!! Pre-caching extension availability
!!! GLX extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context
!!! Available extensions: GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod_bias  GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context
!!! GL vendor: Mesa project: www.mesa3d.org
!!!   Available: GL_ARB_imaging
!!!   Available: GL_ARB_multitexture
!!!   Available: GL_ARB_texture_border_clamp
!!!   Available: GL_ARB_texture_cube_map
!!!   Available: GL_ARB_texture_env_add
!!!   Available: GL_ARB_texture_env_combine
!!!   Available: GL_ARB_texture_env_dot3
!!!   Available: GL_ARB_transpose_matrix
!!!   Available: GL_EXT_abgr
!!!   Available: GL_EXT_blend_color
!!!   Available: GL_EXT_blend_minmax
!!!   Available: GL_EXT_blend_subtract
!!!   Available: GL_EXT_texture_env_add
!!!   Available: GL_EXT_texture_env_combine
!!!   Available: GL_EXT_texture_env_dot3
!!!   Available: GL_EXT_texture_lod_bias
!!!   Available: GLX_EXT_visual_info
!!!   Available: GLX_EXT_visual_rating
!!!   Available: GLX_EXT_import_context
GL_VENDOR: Mesa project: www.mesa3d.org
GL_RENDERER: Mesa GLX Indirect
GL_VERSION: 1.3 Mesa 4.0.4

!!! CHECKING FOR AVAILABILITY OF: glLoadTransposeMatrixfARB
!!! AVAILABILITY OF glLoadTransposeMatrixfARB: true
glLoadTransposeMatrixfARB() supported: true
!!! CHECKING FOR AVAILABILITY OF: glLoadTransposeMatrixfARB
!!! AVAILABILITY OF glLoadTransposeMatrixfARB: true
21  Java Game APIs & Engines / JOGL Development / Re: No hardware acceleration on Linux. on: 2005-09-20 08:34:18
Available 0: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 1: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 2: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 3: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 4: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 5: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 6: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 7: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 8: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 9: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 10: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 11: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 12: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 13: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 14: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 15: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 16: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 17: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 18: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 19: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 20: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 21: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 22: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 23: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 24: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 25: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 26: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 27: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 28: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 29: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 30: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 31: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 32: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 33: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 34: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 35: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16 ]
Available 36: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 37: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Available 38: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
22  Java Game APIs & Engines / JOGL Development / Re: No hardware acceleration on Linux. on: 2005-09-19 13:57:35
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
client glx vendor string: ATI
client glx version string: 1.3
client glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context,
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_ATI_pixel_format_float,
    GLX_ATI_render_texture
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: RADEON 9700 x86/SSE2
OpenGL version string: 1.3 (X4.3.0-3.7.0)
OpenGL extensions:
    GL_ARB_multitexture, GL_EXT_texture_env_add, GL_EXT_compiled_vertex_array,
    GL_S3_s3tc, GL_ARB_depth_texture, GL_ARB_fragment_program,
    GL_ARB_multisample, GL_ARB_occlusion_query, GL_ARB_point_parameters,
    GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
    GL_ARB_texture_mirrored_repeat, GL_ARB_transpose_matrix,
    GL_ARB_vertex_blend, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program,
    GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_element_array,
    GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_map_object_buffer,
    GL_ATI_separate_stencil, GL_ATI_texture_env_combine3,
    GL_ATI_texture_float, GL_ATI_texture_mirror_once,
    GL_ATI_vertex_array_object, GL_ATI_vertex_attrib_array_object,
    GL_ATI_vertex_streams, GL_ATIX_texture_env_combine3,
    GL_ATIX_texture_env_route, GL_ATIX_vertex_shader_output_point_size,
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_pixels, GL_EXT_point_parameters, GL_EXT_rescale_normal,
    GL_EXT_secondary_color, GL_EXT_separate_specular_color,
    GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_texgen_reflection,
    GL_EXT_texture3D, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias,
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array,
    GL_EXT_vertex_shader, GL_HP_occlusion_test, GL_NV_texgen_reflection,
    GL_NV_blend_square, GL_NV_occlusion_query, GL_NV_point_sprite,
    GL_ARB_point_sprite, GL_SGI_color_matrix, GL_SGIS_texture_edge_clamp,
    GL_SGIS_texture_border_clamp, GL_SGIS_texture_lod,
    GL_SGIS_generate_mipmap, GL_SGIS_multitexture, GL_SUN_multi_draw_arrays
glu version: 1.3
glu extensions:
    GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x23 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x24 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x25 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x26 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x27 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
0x28 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
0x29 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  1 0 None
0x2a 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  1 0 None
0x2b 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x2c 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x2d 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x2e 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x2f 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  2 1 None
0x30 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  2 1 None
0x31 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  2 1 None
0x32 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  2 1 None
0x33 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x34 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x35 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x36 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x37 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  4 1 None
0x38 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  4 1 None
0x39 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  4 1 None
0x3a 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  4 1 None
0x3b 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x3c 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x3d 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x3e 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x3f 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  6 1 None
0x40 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  6 1 None
0x41 24 tc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  6 1 None
0x42 24 tc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  6 1 None
0x43 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x44 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x45 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x46 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x47 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
0x48 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  1 0 None
0x49 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  1 0 None
0x4a 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  1 0 None
0x4b 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x4c 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x4d 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x4e 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x4f 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  2 1 None
0x50 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  2 1 None
0x51 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  2 1 None
0x52 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  2 1 None
0x53 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x54 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x55 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x56 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x57 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  4 1 None
0x58 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  4 1 None
0x59 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  4 1 None
0x5a 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  4 1 None
0x5b 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x5c 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  1 0 None
0x5d 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x5e 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  1 0 None
0x5f 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  6 1 None
0x60 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  6 1 None
0x61 24 dc  0 24  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  6 1 None
0x62 24 dc  0 24  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  6 1 None
23  Java Game APIs & Engines / JOGL Development / No hardware acceleration on Linux. on: 2005-09-16 14:28:16
I just installed jogl 1.1.1. I got it working, but I don't have direct rendering so it is very slow. I have Jdk 1.5.0 and XFree 4.3.0 and use Radeon 9500 drivers from ATI. I have hardware acceleration when I use OpenGL without java.

Here is the output I get from Gears demo:

$ java demos/gears/Gears
INIT GL IS: net.java.games.jogl.impl.x11.X11GLImpl
GL_VENDOR: Mesa project: www.mesa3d.org
GL_RENDERER: Mesa GLX Indirect
GL_VERSION: 1.3 Mesa 4.0.4
Pages: [1]
 

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