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1  Game Development / Shared Code / Re: NATIVE Jpegs in Java on: 2006-05-24 20:27:21

I think that native libs are not harder to deploy via webstart than JOGL oder LWJGL,....
I don't need jpg loader for textures. need it for image-loading in general.
2  Game Development / Shared Code / Re: NATIVE Jpegs in Java on: 2006-05-24 18:58:34
argument is a path of filesystem
-
lib tested under linux+windows, java 1.5, no special options

benchmarks:
i've tested the lib right now on windows + linux loading a bunch of fotos from a directory.
both system: it's ~30,35 % "faster" than tradtional ImageIO.

....but not fast enough, i think.

i' ll look for an other c/c++ - source-jpeg-decoder lib to put into a JNI wrapper....

any suggestions ?

3  Game Development / Performance Tuning / New, NATIVE JPG Lib + Java Interface on: 2006-05-24 09:43:00
hi,

like fast native jpeg-image access ?

lib merniImage also published here:
http://www.java-gaming.org/forums/index.php?topic=13828.0

Requirements: (Linux || Windows) && Java >= 1.5
< 300kb

// thats all !!!
BufferedImage img = FastImage.readImage("myImage-from-my-brandNew-car.jpg");

comments ?



4  Game Development / Shared Code / NATIVE Jpegs in Java on: 2006-05-24 09:36:15
hi2all  Cheesy,

i wrote as small image lib for reading jpg-files.
it's a JNI program which wraps jpeg-6b.

Requirements: (Linux || Windows) && Java >= 1.5

it's one zip file.
extract it and call "ant" for the test.
if you see an image of the "geiranger fjord", everthing's allright.

very simple usage:
BufferedImage img = FastImage.readImage("myImage.jpg");

http://filebee.org/devel/

any comments?

have fun, Cheesy Cheesy Cheesy
olaf
5  Java Game APIs & Engines / JOGL Development / Re: JOGL Newbie on: 2006-04-10 01:16:40
hi,

i don't know if there are any existing engines based on JOGL.
jME is a good sceneGraph and uses LWJGL as the default underlying renderer.
the monkey  Cheesy team encapsulated basic rendering that LWJGL could be exchanged with JOGL as they said

best code4all  Tongue
6  Java Game APIs & Engines / JOGL Development / Re: Render loop is creating a lot of garbage with JOGL on: 2006-04-10 00:57:58
hi,

i think in general that
the "inner loop" or display method should not create buffers or other objects if it is not necessary.

try to allocate objects outside display(..) or inner loops and REuse them.
7  Java Game APIs & Engines / JOGL Development / subdivision on the fly, JWS App, ~1.2 MB on: 2006-04-06 00:59:59
Hi coderZ !

I published some infos and links about subdivision on the fly right now here

http://www.java-gaming.org/forums/index.php?topic=13178.0

anybody here who can test this java webstart app ~1.2 MB on a mac system for me ?

http://gui3d.org/content/subdivision/

and if successful send screenshots to my email adress  for my gallery please.

thanks and best code4all !
iface
8  Game Development / Shared Code / subdivision on the fly on: 2006-04-06 00:52:26
hi coderZ !

I'm proud to present real-time-subdivision today as open source software.
It's a JOGL JSR-231 webstart program.

infos here
http://gui3d.org/content/subdivision/

downloadable here
http://gui3d.org/content/download/subProjects/

hope you find this useful and have fun,
best codeZ for all !
iface
9  Java Game APIs & Engines / JOGL Development / GL_DYNAMIC_DRAW_ARB - how ...? on: 2006-02-12 00:27:01
hi,

i've made some experiments with VBO.
and with your help i was successful with GL_STATIC_DRAW_ARB.
thanks!

now i'm playing with GL_DYNAMIC_DRAW_ARB.
first: understanding.

correct me when i'm wrong, please.

with VBO you can access fast video memory directly.
ideal for raw buffer power.

ok - now i want to write a deformation method for my vertices.
it should run as fast as possible. Tongue
for simplification i begin with moving instead of deforming.

is it true when i've got a bunch of video mem that i can write directly into it ?
and if how can i do this ?
does anybody have some jogl code  for me?
a link to a "how to write into into video buf dynamically" could be also nice.
----------
here is a part of my test code

    public void init(final GLAutoDrawable drawable)
    {
        gl = drawable.getGL();
        glu = new GLU();

        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        int[] v = new int[]
        {
            25, 25,
            100, 325,
            175, 25,

            175, 325,
            250, 25,
            325, 325
        };

        float[] c = new float[]
        {
            1.0f, 0.2f, 0.2f,
            0.2f, 0.2f, 1.0f,
            0.8f, 1.0f, 0.2f,

            0.75f, 0.75f, 0.75f,
            0.35f, 0.35f, 0.35f,
            0.5f, 0.5f, 0.5f
        };

        vertices = DirectBufferGL.createBufInts(v); // own version of "BufferUtil"
        colors = DirectBufferGL.createBufFloats(c);

        gl.glGenBuffersARB(2, ids, 0);


        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, ids[0]);         // Bind The Buffer

        // i want dynamic vertex
        gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB,           // Huh
                //6 * 2 * DirectBufferGL.SIZEOF_INT, vertices, GL.GL_STATIC_DRAW_ARB);
                6 * 2 * DirectBufferGL.SIZEOF_INT, vertices, GL.GL_DYNAMIC_DRAW_ARB);
                //6 * 2 * DirectBufferGL.SIZEOF_INT, vertices, GL.GL_STREAM_DRAW_ARB);

        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, ids[1]);         // Bind The Buffer
        gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB,
                6 * 3 * DirectBufferGL.SIZEOF_FLOAT, colors, GL.GL_STATIC_DRAW_ARB);
 
    }

    /**
    * 2 triangles should move in x-direction.
    * forward and backward
    */
    public void display(final GLAutoDrawable drawable)
    {

        if (addX > maxAdd)
            inc *= -1;

        else if (addX < minAdd)
            inc *= -1;

        addX += inc;

        //vertices-moving-loop
        /*
        for (int i=0; i<v.length; i+=2)
        {
            int val = vertices.get(i) + addX; // simple x-move
            vertices.put(i, val);
        }
        */

        gl.glClear(GL.GL_COLOR_BUFFER_BIT);




        gl.glEnableClientState(GL.GL_VERTEX_ARRAY);



        gl.glEnableClientState(GL.GL_COLOR_ARRAY);

        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, ids[0]);

        /*
        gl.glMapBufferARB(GL.GL_ARRAY_BUFFER_ARB, GL.GL_WRITE_ONLY_ARB);

                // vertices-moving-loop
                for (int i=0; i<v.length; i+=2) // simple x-move
                {
                    int val = vertices.get(i) + addX;
                    vertices.put(i, val);
                }

         gl.glUnmapBufferARB(GL.GL_ARRAY_BUFFER_ARB);
          */

        gl.glVertexPointer(2, GL.GL_INT, 0, 0);




        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, ids[1]);
        gl.glColorPointer(3, GL.GL_FLOAT, 0, 0);


        gl.glDrawArrays(GL.GL_TRIANGLES, 0, 6); // draw everything (six vertices)

        gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL.GL_COLOR_ARRAY);

        gl.glFlush();

     
    }

//-------------------------------------------------

so where should i start the vertices-moving-loop ?

thank you for help,
and best code2all !
iface
---------------------------------
http://gui3d.org/
http://filebee.org/
10  Java Game APIs & Engines / JOGL Development / Re: GL.java on: 2006-02-10 20:53:53
oh yes, i forgot.

i could swear GL.java is in the source of an older jogl package....
so i missed GL.java automatically.

thanks for answer
11  Java Game APIs & Engines / JOGL Development / Re: VBO is not working on: 2006-02-10 20:48:32
100% !

thank you for fast help !

gl.glVertexPointer(2, GL.GL_INT, 0, (Buffer) null);
gl.glVertexPointer(2, GL.GL_INT, 0, 0);

VBO is working and i'm happy.

how do you know that ?

javadoc says
 void    glVertexPointer(int size, int type, int stride, Buffer ptr)  ....

12  Java Game APIs & Engines / JOGL Development / VBO is not working on: 2006-02-10 14:33:07
hi ken,

VBO problems, i suppose this is one of the high prio points in ../jogl/doc/TODO.TXT ?

"- Fully expose ARB_vertex_buffer_object APIs."
----------------------------------------------------------
// simple method
    public void display(final GLAutoDrawable drawable)
    {
        gl.glClear(GL.GL_COLOR_BUFFER_BIT);

        gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL.GL_COLOR_ARRAY);

        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, ids[0]);
        gl.glVertexPointer(2, GL.GL_INT, 0, (Buffer) null);

        gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, ids[1]);
        gl.glColorPointer(3, GL.GL_FLOAT, 0, (Buffer) null);


        gl.glDrawArrays(GL.GL_TRIANGLES, 0, 6); // draw everything (six vertices)

        gl.glDisableClientState(GL.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL.GL_COLOR_ARRAY);

        gl.glFlush();
    }

// here ist the dump

Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: array vertex_buffer_object must be disabled to call this method
   at com.sun.opengl.impl.GLImpl.checkBufferObject(GLImpl.java:28000)
   at com.sun.opengl.impl.GLImpl.checkArrayVBODisabled(GLImpl.java:28039)
   at com.sun.opengl.impl.GLImpl.glVertexPointer(GLImpl.java:25295)
   at glTutor.hello.VBOTest.display(VBOTest.java:151)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:77)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:259)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:128)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:236)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:127)
   at javax.media.opengl.GLCanvas.paint(GLCanvas.java:139)
   at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248)
   at sun.awt.X11.XRepaintArea.paintComponent(XRepaintArea.java:56)
   at sun.awt.RepaintArea.paint(RepaintArea.java:224)
   at sun.awt.X11.XComponentPeer.handleEvent(XComponentPeer.java:630)
   at java.awt.Component.dispatchEventImpl(Component.java:4031)
   at java.awt.Component.dispatchEvent(Component.java:3803)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:463)
   at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:242)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:163)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:157)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:149)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:110)


the complete, old jogl sample is not made by myself.
http://user.cs.tu-berlin.de/~schabby/VBOTest.java

i tested this before "javax.media.opengl.GL.*" , the older jogl version - no problem.
 
after i made some modifications to be compatible to JSR-231,
i run into problems.

ok - most of them are solved.
and it seems, that jogl hase made a big step!
adaptions of some of the http://nehe.gamedev.net/ samles work perfect.

vertex arrays also.

ok - my machine:
notebook, linux + radeon (1/2 year)


reguards and best code !
iface
---------------------------------
http://gui3d.org/
http://filebee.org/
13  Java Game APIs & Engines / JOGL Development / GL.java on: 2006-02-10 14:15:53
hi ken,

where is GL.java ?
i cannot find this source in jogl-src.zip

wheter in the nightly nor in the beta 2
https://jogl.dev.java.net/servlets/ProjectDocumentList?folderID=4650&expandFolder=4650&folderID=4650

I like jogl very much and i want to know how to get the complete source.
maybe i'm blind - but i have not found GL.java
only in (much) older versions of jogl

reguards and best code !
iface
---------------------------------
http://gui3d.org/
http://filebee.org/
14  Java Game APIs & Engines / JOGL Development / Re: GUI3D - Graphical User Interface, based on JOGL on: 2006-01-16 14:30:58
Hi riven,

did you start the diagnose program ?
It could be useful to find the bug.

Diagnose program show your system properties (including GL) in a textarea.
After the information appears you can press "copy to clipboard" button and send me the output.

http://gui3d.org/content/download/

What kind of system is yours ?
Harrdware/OS,...

Thank you for interest.
15  Java Game APIs & Engines / JOGL Development / Re: GUI3D - Graphical User Interface, based on JOGL on: 2006-01-16 14:22:40
Aside from that, looks like a nice start.

Thank you Ken!

GUI3D is 18 month old and based on  JOGL version with the same age.
I've read the JSR-231 is much better multi-treading-embedded. derivation of GLCanvas is allowed also.
So it's time to make a good update of GUI3D.
With that some bugs should bed fixed.
Better effect should also be implemented.
I wasted much time with my 2D AWT => 3D - GUI3D event handling and i hope to gain from the new JOGL API.
16  Java Game APIs & Engines / JOGL Development / Re: GUI3D - Graphical User Interface, based on JOGL on: 2006-01-15 23:56:32
...
damn, i forgot the LINK

http://gui3d.org/

have fun !
iface
17  Java Game APIs & Engines / JOGL Development / GUI3D - Graphical User Interface, based on JOGL on: 2006-01-15 20:32:32
hi coders,

GUI3D is/was a study of how to develop 3D applications
GUI3D apps are samples and does not meet the requirements of full useable Applications.

The last 3D-app is a fileviewer.
3D-fileViewer does not mean you can see 3D-contents like pov-files or or 3ds files,or what.
3D-fileViewer is the last sample of GUI3D API. It's an 3d app. (a bit like sun's looking glass)

have fun  Tongue
iface

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