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1  Java Game APIs & Engines / Java 3D / Re: java.lang.UnsatisfiedLinkError: getNativeTimerValue in java3d-1_4_0-windows-i586 on: 2006-03-24 02:25:00
kcr solved my problem for me.  I'm just braindead.  I must have have not only installed an older version of java3d 1.4 from a local cache, but also forgot I'd done it in the last week.  Sometimes, I'm my own worst enemy.
2  Java Game APIs & Engines / Java 3D / java.lang.UnsatisfiedLinkError: getNativeTimerValue in java3d-1_4_0-windows-i586 on: 2006-03-23 17:15:22
I'm cross-posting to here because maybe someone else has also run into this.

I just installed java3d-1_4_0-windows-i586-1.exe on a new installation of Windows XP SP2 and I've started receiving this error. I tried re-installing, but no change.

I can reproduce the problem at will hitting my own ancient tutorials such as http://www.duling.us/kevin/Java3D/TriColor/.  I'm in the process of changing domains and updating these pages.

Double-checking versions, my troubleshooting page reports the versions I expect to see:

Java version: 1.5.0_06
Java vendor : Sun Microsystems Inc.
Found java3d!
Java3D: Java 3D Core Runtime Environment
Java3D Spec: 1.4
Java3D Vendor: Sun Microsystems, Inc.

This same Java3D installer was run on a different machine running the same patch level of Windows XP and Java and I'm not having the issue on the second machine.  There are many differences between the boxes (laptop vs. desktop, Gateway vs. Dell, ATI 9660 vs ATI Rage 128).  The desktop works, the laptop does not.

Full stacktrace is:

java.lang.UnsatisfiedLinkError: getNativeTimerValue
at javax.media.j3d.MasterControl.getNativeTimerValue(Native Method)
at javax.media.j3d.J3dClock.getHiResTimerValue(J3dClock.java:37)
at javax.media.j3d.J3dClock.<clinit>(J3dClock.java:60)
at javax.media.j3d.MasterControl.<init>(MasterControl.java:525)
at javax.media.j3d.VirtualUniverse.<clinit>(VirtualUniverse.java:253)
at Java3DVersionApplet.init(Java3DVersionApplet.java:29)
at sun.applet.AppletPanel.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any ideas, anyone?
3  Java Game APIs & Engines / Java 3D / Re: anyone know of any good beginners tutorials for Java3d? on: 2005-11-04 17:42:20
Added to the FAQ - add additional resources here

Kev

Kev,

I think you meant http://wiki.java.net/bin/view/Games/FAQ for the FAQ.  Your link above is damaged.

-Kev
4  Java Game APIs & Engines / Java 3D / Re: anyone know of any good beginners tutorials for Java3d? on: 2005-10-26 00:47:49
I wrote a few that are at http://home.earthlink.net/~kduling/Java3D  They're very basic.  I haven't had much feedback on them and ended up relocating due to my work.  I never seemed to get back to them.  Since then, I've been distracted by jogl and have been trying to decide which to use for my next project.

Dr. Andrew Davison's book at http://fivedots.coe.psu.ac.th/~ad/jg/ would be where I'd direct people now.
5  Java Game APIs & Engines / JOGL Development / Re: GL and GLU not in JOGL CVS archive on: 2005-10-25 01:20:58
I was hoping I could get an instance of GL and GLU so that I could use it to help with code competion and other features in NetBeans.

With jogl.jar added to my NetBeans project and the javadoc added to the Java Platform, I get code completion and context-sensitive help for GL and GLU.  But once I add the source to the platorm, that feature vanishes.  Instead, I get working pop-up javadoc for objects like GLCanvas but no code completion for GL or GLU.  It doesn't seem to me one can get both to work.  Too bad.   Sad
6  Java Game APIs & Engines / JOGL Development / Re: eclipse jogl error on: 2005-10-24 16:39:44
The general idea is that if program X needs extension A v1.0 and program Y needs extension A v2.0 you are going to mess one of X or Y up by placing the extension directly in the JRE instead of the classpath used for launching X or Y.

That being said, I usually place stable extensions provided by Sun in the JRE "ext" folder.  Things like the Java Mail API and other "standard extensions".

But things like JOGL that are evolving more quickly tend to break things if they are placed in the extensions folder.

If it's my JDK's JRE, then I see no conflict in placing the jars in jre/lib/ext.  Deployment and playing nice with other apps is another issue.
7  Java Game APIs & Engines / JOGL Development / Re: i need 3ds loader source code for JOGL. on: 2005-10-24 03:45:53
You might be able to use 3dsrdr as a jumping off point for writing your own.  I did years ago for a C++ app.  Goggling for '3dsrdr.c' or '3dsrdr.zip' returns some good hits.
8  Java Game APIs & Engines / JOGL Development / Re: eclipse jogl error on: 2005-10-24 03:31:11
I unjarred the native part, but still get the same errors.  Where should I put the jogl.dll and jogl_cg.dll files?

I always place everything in .../jre/lib/ext.  I've heard you're supposed to put the jars there and the DLL files in the jre/bin, but I prefer to keep them together.
9  Java Game APIs & Engines / JOGL Development / Re: Loading Image in JOGL? AUX lib? on: 2004-08-23 15:16:33
If you look at my jogl port of NeHe example 6, you can see one way of loading a texture.
10  Java Game APIs & Engines / JOGL Development / Re: Full screen JOGL? on: 2004-08-19 15:58:47
Some of the nehe tutorials support fullscreen.
11  Java Game APIs & Engines / JOGL Development / Re: glDrawElements compiler error on: 2004-08-08 02:28:32
I think you want glDrawRangeElements().  It allows you to specify starting and ending offsets.  You should probably review the javadoc for the GL Interface as you've a better idea of what you're after than I do.
12  Java Game APIs & Engines / JOGL Development / Re: glDrawElements compiler error on: 2004-08-07 00:46:49
Then you need to pass in the reference to the array of ints -- not the first element of the array.

1  
gl.glDrawElements(GL.GL_TRIANGLE_STRIP, 80, GL.GL_UNSIGNED_INT, Indices);

13  Java Game APIs & Engines / JOGL Development / Re: glDrawElements compiler error on: 2004-08-06 22:08:35
Quote
I'm getting a complie error when using glDrawElements with an int index array like so:
1  
gl.glDrawElements(GL.GL_TRIANGLE_STRIP, 80, GL.GL_UNSIGNED_INT, Indices[0]);


The only unknown I see there is Indicies[0].  I can't tell if that's an array of objects or ints.
14  Java Game APIs & Engines / JOGL Development / Re: JOGL 1.1 b05 released on: 2004-08-06 16:16:39
Yes, what is the ATI_WORKAROUND?  What does it do or not do?  I believe on one of my ATI cards, the flag makes no difference.

And what change introduced this?  To date, I've still found the oldest jogl versions to be the most reliable/stable across all cards.

Also, with all these versions coming out, I really wish you guys would introduce a version number in the manifest like Java3D has.  See RFE #101 in the bug list.
15  Discussions / Miscellaneous Topics / Re: Does the board's password reminder work? on: 2004-08-05 20:23:08
Got it, it was spam filtering.
16  Discussions / Miscellaneous Topics / Does the board's password reminder work? on: 2004-08-05 18:15:06
I've not had any luck with it.  I'm not sure if the email is being blocked or if it's never even being sent.
17  Java Game APIs & Engines / JOGL Development / Re: Error in jogl 1.1b05 on: 2004-08-05 17:29:49
Here, too!
18  Java Game APIs & Engines / JOGL Development / Re: Optimal PC Configuration for JOGL on: 2004-08-04 14:27:55
If you run the Gears demo and show your java console, it should report what OpenGL driver you're loading.  For example:

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RAGE 128 Pro Ultra x86/SSE2
GL_VERSION: 1.2.1716 WinXP Release

If yours report Microsoft, then you're not getting a lot of hardware acceleration or all the extensions supported by the card.  Basically, you're loading the wrong driver.  Since this isn't something you set directly yourself, you should let the jogl developers know.
19  Java Game APIs & Engines / JOGL Development / Re: Error:Using ATI workaround of dispatching disp on: 2004-07-30 18:40:43
Did you get both jogl.jar and jogl-natives-win32.jar, (assuming you're running Windows)?  The DLLs are stored within the native's jar.
20  Java Game APIs & Engines / JOGL Development / Re: Packaging JOGL for webstart on: 2004-07-27 20:29:33
Extract the files from the current jars and make new jars.  Then sign those with your signature.  Works like a charm.  Note that you must use the same signature for the app as well as the resource jars.

Kevin Glass has a pretty good doc on using webstart.  Take a look here.

I've found this to work fine.
21  Java Game APIs & Engines / JOGL Development / Re: rendering stops after first frame on: 2004-07-27 14:28:06
Quote


Thanks. This is helpful but I still don't know what could be happening. None of the calls being made in the stack trace you attached to the bug report should be blocking calls; the EventQueue thread should complete its notifyAll() and the Animator thread should resume after that. Could you take a few more thread dumps and see whether all of the threads are in the same state every time? Also, there aren't any exceptions being thrown?


This is a single run with two thread dumps taken about 20 seconds apart.

> diff dump1.txt dump2.txt
5c5
< "Thread-1" prio=5 tid=0x02db6708 nid=0x1ca0 in Object.wait() [465f000..465fd8c]
---
> "Thread-1" prio=5 tid=0x02db6708 nid=0x1ca0 runnable [465f000..465fd8c]
9c9
<       - locked <0x10010f20> (a java.awt.EventQueue$1AWTInvocationLock)
---
>       - locked <0x10081b58> (a java.awt.EventQueue$1AWTInvocationLock)
22  Java Game APIs & Engines / JOGL Development / Re: rendering stops after first frame on: 2004-07-27 14:17:40
Quote
I tried running the Gears demo on a Windows 98 machine with an ATI Rage Pro and probably old drivers and the demo came up OK, but the VM crashed on the first resize regardless of whether the ATI_WORKAROUND property was set to true or false. Visual C++ wasn't available to try to debug the issue further.

I'll try to run some tests with a more recent OS and drivers.

For reference, DxDiag reports this about the display on this machine:

------------------
System Information
------------------
Time of this report: 7/27/2004, 09:09:13
      Machine name: KDULING-PC
  Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 1 (2600.xpsp2.030422-1633)
          Language: English (Regional Setting: English)
System Manufacturer: Dell Computer Corporation
      System Model: OptiPlex GX240              
              BIOS: Default System BIOS
         Processor: Intel(R) Pentium(R) 4 CPU 2.20GHz
            Memory: 512MB RAM
         Page File: 281MB used, 968MB available
       Windows Dir: C:\WINDOWS
   DirectX Version: DirectX 9.0b (4.09.0000.0902)
DX Setup Parameters: Not found
    DxDiag Version: 5.03.0001.0902 32bit Unicode

---------------
Display Devices
---------------
       Card name: 16MB ATI Rage 128 Ultra
    Manufacturer: ATI Technologies Inc.
       Chip type: RAGE128 PRO II, (AGP 4X/PCI)
        DAC type: Internal DAC (350Mhz)
      Device Key: Enum\PCI\VEN_1002&DEV_5446&SUBSYS_04081002&REV_00
  Display Memory: 16.0 MB
    Current Mode: 1600 x 1200 (32 bit) (85Hz)
         Monitor: Plug and Play Monitor
 Monitor Max Res: 1600,1200
     Driver Name: ati2dvaa.dll
  Driver Version: 6.13.0010.5004 (English)
     DDI Version: 8
Driver Attributes: Final Retail
Driver Date/Size: 1/11/2002 00:23:06, 318080 bytes
     WHQL Logo'd: n/a
 WHQL Date Stamp: n/a
             VDD: n/a
        Mini VDD: ati2mtaa.sys
   Mini VDD Date: 1/11/2002 00:22:10, 295168 bytes
Device Identifier: {D7B71EE2-1706-11CF-3E60-0224A2C2CB35}
       Vendor ID: 0x1002
       Device ID: 0x5446
       SubSys ID: 0x04081002
     Revision ID: 0x0000
     Revision ID: 0x0000
     Video Accel: ModeMPEG2_C ModeMPEG2_D
Deinterlace Caps: n/a
        Registry: OK
    DDraw Status: Enabled
      D3D Status: Enabled
      AGP Status: Enabled
23  Java Game APIs & Engines / JOGL Development / Re: help w/ correcting rotation on: 2004-07-25 12:45:17
You should review your glRotate call and compare it with NeHe's Lesson 7.

I would also strongly suggest you read the OpenGL Programming Guide (aka Redbook).  A free, older version can be found at http://www.gamedev.net/download/redbook.pdf
24  Java Game APIs & Engines / JOGL Development / Re: GLException: Surface already unlocked on: 2004-07-24 14:16:24
I'm sorry to report that on a ATI Radeon Mobility 9600, order is still completely dependent.  With the above source and 1.1b04 (July 16), on entering fullscreen I receive the White Screen of Death.  No output is written to stderr or stdout.

Issue #100 has been submitted for this.
25  Java Game APIs & Engines / JOGL Development / Re: rendering stops after first frame on: 2004-07-24 13:42:15
Yes, I also get the occasional VM crashes.  And the likelyhood that I'll crash on startup seems to increase as I run the app over and over.
26  Java Game APIs & Engines / JOGL Development / Re: rendering stops after first frame on: 2004-07-23 17:30:53
Just to be sure you have a clear picture of the the problem, we get the first frame, but then nothing after that.  It's more like rendering a still image.  The gears are displayed, but there's no animation.

The frame also does not process any repaint notifications.  If I partically cover the window and then bring it to the foregound, I simply get a white rect where the window was obscured.



Here is the complete output from the program.  I added the two Entering/Leaving lines within the display() method.

CANVAS GL IS: net.java.games.jogl.impl.windows.WindowsGLImpl
CANVAS GLU IS: net.java.games.jogl.impl.GLUImpl
Using ATI workaround of dispatching display() on event thread
INIT GL IS: net.java.games.jogl.impl.windows.WindowsGLImpl
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RAGE 128 Pro Ultra x86/SSE2
GL_VERSION: 1.2.1716 WinXP Release

glLoadTransposeMatrixfARB() supported: true
Entering display()
Leaving display()
27  Java Game APIs & Engines / JOGL Development / Re: rendering stops after first frame on: 2004-07-23 16:56:29
Ok, I've attached a threaddump text file to issue 98.
28  Java Game APIs & Engines / JOGL Development / Re: GLException: Surface already unlocked on: 2004-07-23 16:42:49
Here is an example app that regularly fails.  379 lines is too long to post, so you can find it at Order.java

As I stated in another thread, this app does not fail with 1.1b04 (July 16) on this card.  Backing up to 1.1b04 (July 2), I regularly have problems.  However, I also noticed that the Microsoft driver is being selected, which may be the root of the problem.

I've placed comments around my two calls to frame.getContentPane().add(glCanvas, BorderLayout.CENTER);
29  Java Game APIs & Engines / JOGL Development / Dsun.java2d.noddraw=true on: 2004-07-23 15:57:59
Quote
On Windows you should specify -Dsun.java2d.noddraw=true when launching JOGL apps to prevent conflicts with the DirectDraw implementation of Java2D.


Is this a general "best practice" statement?  If it is, then shouldn't jogl detect the operating system and set this automatically during initialization?

Also, this flag does not work for me.  With the flag enabled, I get this in a fullscreen app:



Not specifying the flag I get this, which is the correct image:



30  Java Game APIs & Engines / JOGL Development / Re: rendering stops after first frame on: 2004-07-23 14:40:01
I can get any jogl app to hang at the first frame without the ATI_WORKAROUND flag with this ATI Rage 128 Pro.  Is there any data I can collect for you?
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