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1  Java Game APIs & Engines / JOGL Development / Re: how many lines for ellipse? on: 2006-05-01 21:04:50
Doesn't anybody know it?
2  Java Game APIs & Engines / JOGL Development / how many lines for ellipse? on: 2006-04-23 12:40:57
hello.

i draw an ellipse with "radians" a and b.
is there a formula, which gives out the amount of used lines for drawing this ellipse depending on a and b, so that on the one side the ellipse looks good (not like a polygon) and on the other side, rendering time is not too expensive.

for example:
a=b=2 => i think 6-8 lines are ok.

thx,
yadaddy.

p.s. i just tested a little bit, for a=b<=30 20 lines were enough.
so i think you can get out, what i mean by "look good".
3  Java Game APIs & Engines / JOGL Development / Re: error in method call on: 2006-03-20 18:30:09
ok thx. i will try to rebuild my jogl code maybe later.
4  Java Game APIs & Engines / JOGL Development / Re: error in method call on: 2006-03-20 13:09:21
hmm,  where can i see the version? its not in the jar-files.
i have downloaded it half a year ago.

i tried the newer nightly builds, but there were some problems, i didnt want to fix them now.

the link above: thx. i didnt see any ARB-extensions which have the name framebuffer or similar.
that might be the problem.
5  Java Game APIs & Engines / JOGL Development / Re: error in method call on: 2006-03-20 11:04:49
i have a radeon 9700 mobility.

do you really think, that this functionality may not be implemented in my graphcs card?

is there a page, where i can see, which graphic cards allow extended opengl-functions?
6  Java Game APIs & Engines / JOGL Development / Re: error in method call on: 2006-03-20 09:22:14
hmm, funny. i had both times FALSE.
but why is this method in the API? i can see it in GL.java / GL.class, too.
7  Java Game APIs & Engines / JOGL Development / error in method call on: 2006-03-20 07:26:25
Hi.

I'm trying to use framebuffers. I want to call this:

       int status;
       String str;
       status = gl.glCheckFramebufferStatusEXT(GL.GL_FRAMEBUFFER_EXT);
       switch(status) {
          case GL.GL_FRAMEBUFFER_COMPLETE_EXT : str = "OK";
          case GL.GL_FRAMEBUFFER_UNSUPPORTED_EXT : str = "not OK";
          default : str = "maybe";
       }
       System.out.println(str);


What I get is the following Error:


net.java.games.jogl.GLException: Method "glCheckFramebufferStatusEXT" not available
   at net.java.games.jogl.impl.windows.WindowsGLImpl.glCheckFramebufferStatusEXT(WindowsGLImpl.java:1603)
   at JOGLExample.init(JOGLExample.java:177)
   at net.java.games.jogl.impl.GLDrawableHelper.init(GLDrawableHelper.java:68)
   at net.java.games.jogl.GLCanvas$InitAction.run(GLCanvas.java:242)
   at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:181)
   at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:125)
   at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:248)
   at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.invokeGL(WindowsOnscreenGLContext.java:76)
   at net.java.games.jogl.GLCanvas$2.run(GLCanvas.java:130)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)init()

   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)


But Eclipse see this method. This one is in the API too.
8  Java Game APIs & Engines / JOGL Development / Tex2D problem on: 2006-01-22 11:44:02
Hallo.

I am reffering to this code:
http://www.java-gaming.org/forums/index.php?topic=6286.0
answer by nnevatie.

I have modified the code for GL_TEXTURE_RECTANGLE_EXT to GL_TEXTURE_2D by
1. writing 2D instead of RECTANGLE_EXT and
2. do dimensions to 2^n and
3. modified texcoord to range [0,1]: just changed the 2 following ranges from vertex and texcoord.

Problem: He just draws me the clear color and not my correct picture.

I have a 300*300 window
I have rendered differently: 256*256 or 512*512 and combinations of them, none do work.

Is there a problem with CopyTexImage?
I used both: copytexsubimage and copyteximage. same problem: black screen when drawing the texture.
9  Java Game APIs & Engines / JOGL Development / Texture: Rectangle-Extension on: 2006-01-16 11:20:39
Hallo!

I want to copy my screen output to a texture. I use the Rectangle-Ext therefore together with glCopyTexSubImage2D.

My Problem is: The re-rendering of the textur looks not as good as the original vertex-picture.
For example I draw a yellow quad directly through verteces: color is bright and border is sharp.
when i draw the copied texture the color is less bright and the border is misty.

So why do I have this problem, and how can I solve it?

My texture gets the exactly size of the window to be captured, so it is 1:1 rendering.
10  Java Game APIs & Engines / JOGL Development / Re: remember last drawing on: 2006-01-13 13:57:06
i clear the color buffer, load with code above the texture and there are problems.

i have "solved" it by adding a white color, while drawing the texture. but why does it solve the problem? i dont have any alpha or blending or depth enabled.
11  Java Game APIs & Engines / JOGL Development / Re: remember last drawing on: 2006-01-13 12:42:26
Hallo!

The code above is good, but I have a problem with the following:

I paint 3 differentcolored quads in my 300x300 window, each quad 100x100 and from left bottom to right top.

1st try:
1.quad = red
2.quad = green
3.quad = blue
=> restoreTexture draws only the blue one

2nd try:
1.quad = white
2.quad = green
3.quad = blue
=> restoreTexture draws the blue one, and the white one in blue color!

etc.

Why is it so? How can I handle this problem?

P.S. the blue one is drawn at last.
P.P.S. I use windows and jogl. <- Maybe here's the problem?
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