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1  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2009-08-19 02:54:20
WHY have my developer roles been revoked on this project?HuhHuhHuhHuhHuhHuhHuhHuh!

So have mine.  Cry
2  Java Game APIs & Engines / JOGL Development / Re: OpenGL graphics pipeline on Vista? on: 2008-11-12 04:27:30
All (or at least many) guides to JOGL say that it may be a good idea to use the OpenGL pipeline together with JOGL so that everything becomes rendered with OpenGL.

The OpenGL pipeline <-Dsun.java2d.opengl=True> is a mechanism that was put in place to speed up rendering in swing. You do NOT need it enabled to render with OpenGL.
3  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-05-27 20:40:35
cool...that's actually something I need to implement in my work and I've not even started so I can't wait to use what you come up with.

I'm currently trying to implement VBO rendering as an option though I'm not sure how much it will help me since I'm using GLJPanel() and the GL context is destroyed on resize/init() and so I lose the VBOs that are created.  Right now the direct draw rendering is what I'm using until I come learn how to do context sharing, etc.  Though the VBO rendering might help for the versions of the code that use the GLCanvas() so it might not be a total waste.  I have VBOs drawing the faces thus far, but I need to figure out how to get the normals in there and then the textures.

I have the same problem with textures and display lists on a GLJPanel. I store them in hash tables when they are created. If they need re-initialized due to context destruction I just grab them back out of the hash table. That implementation works for a heavyweight canvas as well.
4  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-05-27 20:10:43
Sure, I will try it out.

Thanks.

By the way, I'm working on a small scale scenegraph that supports LOD. This should tremendously help out the model rendering.

-greg
5  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-05-06 19:20:45
same .3ds from the net

Huh

If you will post a link to the 3ds file I will try it out.
6  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-04-29 22:14:51
I don't know how permissions to write to sub-portions of the repository work so I've added both you and Z-Knight as Developers. Let me know if you need anything else, and please be careful to not break anything in the repository.


Thanks Ken, I have no intentions of going outside of the model package you added for me.

I have put all my code in the net.java.joglutils.model package. The loader supports 3ds and obj (not fully implemented yet).

Z-Knight, if you're not happy with the citations I put in there for you, by all means change it. I appreciate the work you did on the 3DS portion.
7  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-04-18 04:23:30
Added. Let me know if there is anything else you need me to do.


I don't have write permission to the folder.
8  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-04-17 04:03:20
Ken, we you get a chance can you create a folder named "model" under net.java.joglutils (net.java.joglutils.model) so I can upload new code?

Thanks.
9  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-04-13 16:12:28
any updates on how my fixes have been received?  well, I hope  Wink

Yes, I left a lot of your code in (good job). I've been real busy at work and got behind on finishing up the merge and posting it. I think I will go ahead and post what I have for now.

Finally, which loaders will JOGLUtils contain? I see it already contains a 3DS loader. Is it planned to provide a OBJ loader and a MD3 loader? What about adding a minimal scenegraph, something lighter than in Java 3D?

Right now it supports 3DS and OBJ. The OBJ loader is not fully implemented yet because I ran into some problems with the way the Object mesh is defined. The OBJ format is much more bloated than 3DS. I think that coming up with a good scenegraph would fix these issues. It would also allow a way to handle LOD.
10  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-03-13 01:20:19
Nope, I don't have any exceptions that are being thrown from my display callback...though wouldn't I see this same issue if I was in JOGL rc6 if I was having an exception?
I'm seeing this issue in any code that uses GLCanvas (as in the test3ds.Main) code...and I'm not even talking about the updated code that I submitted because this happens on the original joglutils test code that has none of my updates.

This is only happening on rc7 and rc8 of JOGL and I'm definitely not smart enough to figure out what the issue is...it even happens if I turn off all of the joglutils calls.
Here is some sample code where I've completely stripped everything out...I mean everything is gone and i'm basically creating a GLCanvas() and starting the Animator and that is it....note that if I replace the GLCanvas() with a GLJPanel() it runs fine in rc6 and rc8.   GLCanvas() runs fine in rc6 but throws the exception below in rc8.

Be aware that I have not messed with GLCanvas() recently so I don't know if any of this code is correct....though this is the stripped down joglutils test code (Main.java)...I probably should start a separate thread because it appears not to be a joglutils issue which I thought it was at first.

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import com.sun.opengl.util.Animator;
import java.awt.Frame;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLJPanel;
import javax.swing.*;
import java.awt.*;

public class Main {
   
    public Main() { }

    public static void main(String[] args) {        
        GLCanvas canvas = new GLCanvas();
        //GLJPanel canvas = new GLJPanel();
       
        Frame frame = new Frame();        
        frame.add(canvas);
       
        final Animator animator = new Animator(canvas);
       
        frame.setVisible(true);
        animator.start();
    }
}


Exception thrown by GLCanvas() version in rc8:
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OpenGL pipeline enabled for default config on screen 0
exception in QueueFlusher:
java.lang.RuntimeException: java.lang.IllegalArgumentException: argument type mismatch
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.newPlatformInfo(JAWT_DrawingSurfaceInfo.java:86)
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.platformInfo(JAWT_DrawingSurfaceInfo.java:52)
        at com.sun.opengl.impl.windows.WindowsOnscreenGLDrawable.lockSurface(WindowsOnscreenGLDrawable.java:189)
        at com.sun.opengl.impl.windows.WindowsOnscreenGLContext.makeCurrentImpl(WindowsOnscreenGLContext.java:57)
        at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)
        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
        at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
        at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:203)
Caused by: java.lang.IllegalArgumentException: argument type mismatch
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
        at java.lang.reflect.Method.invoke(Method.java:597)
        at com.sun.opengl.impl.JAWT_DrawingSurfaceInfo.newPlatformInfo(JAWT_DrawingSurfaceInfo.java:83)
        ... 7 more
exception in QueueFlusher:
javax.media.opengl.GLException: Attempt to make the same context current twice on thread Thread[Java2D Queue Flusher,10,main]
        at com.sun.opengl.impl.GLContextLock.lock(GLContextLock.java:83)
        at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:131)
        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
        at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
        at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:203)
exception in QueueFlusher:
javax.media.opengl.GLException: Attempt to make the same context current twice on thread Thread[Java2D Queue Flusher,10,main]
..
..
repeats
..
..


Just out of curiosity, disable the java2d opengl pipe line when running with the canvas. I know it used to not matter, but I see that you have it enabled when you don't need it.
11  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-03-12 14:21:23
Would you mind posting an update on here when you've updated the repository?

And thank you everyone for the work you've done, I look forward to seeing the results.

Yes, I should have all the updates in by this weekend. I've been swamped lately.
12  Java Game APIs & Engines / JOGL Development / Re: NVidia drivers on: 2008-03-04 03:14:39
Seems I spoke too soon!  Windows update just pushed a driver update on me (published Feb 29), driver version 7.15.11.7431 dated 22/02/2008.  Note this update was marked "option" and not included by default in Windows update.  The new driver solved the issue with fbobject on the Quadrio NVS 140m.


Really? This is great news. I will investigate ASAP. Thanks for the info.
13  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-02-27 18:50:29
that's fine...definitely go review it.  I guess I don't understand what you are trying to say right now though...

I'm saying that I'm going to merge your changes with the ones I have made, then update the source in the repository.

I've not changed the abstraction of the code update I gave you (though I could be wrong).

I've made it a bit more abstract and easier to use.

Mainly I fixed a lot of bugs that didn't allow me to load most 3DS models I had...heck even the globe.3ds model was incorrectly textured because the texture was being placed upside down on it (needed to do an AffineTransform on the texture).  The other fixes included some incorrect manipulation of bytes, incorrect calculation of normals, and there was something wrong with textures or materials (I can't recall which right now) being associated with objects when the 3DS spec says that they are associated with faces.

As far as the upside down texture, I use opengl to flip the texture (part of my updates) as compared to java's AffineTransorm (not sure which one is more efficient  Huh). It looks like you were flipping it without checking to see if it needs it. "com.sun.opengl.util.texture.Texture" provides a method "getMustFlipVertically()" to see if it actually needs flipping.

As a comparison of the updates, I would recommend trying to load any of the 3DS models that I included and you'll notice that many won't be able to be read by the original code but are now possible with the updates.  I know I still have some things wrong but I hope I made enough improvements (hopefully didn't break anything) that this could be useful for you.

Thanks for putting this code out there in the first place...holy cow this saved me a lot of time.  I'd also be very interested in what other loaders are being added...VRML would be a nice one since I have some models in that format.

I hope I've addressed most of the issues that prevent any models from loading, but I will check the ones you mention. Hopefully with both our changes we can illuminate these cases.

Thank you for your work on this.

-greg rodgers
14  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-02-27 15:29:31
I finally made my updates...I was stuck for a couple of days on loading models/textures from jar files or from a directory and I think I put in a stop gap measure for now that seems to work pretty well.  Once I clean it up in my own code I'll have to put that update in this main one as well...either way, right now you can load directly from a jar file or from a directory on your computer.

I made updates to most of the files and I tried to keep the old code in place (commented out) and put the new code near it. 

This code still doesn't work for EVERY 3DS model, but it works on significantly more...I think some of the failures are not because of the loader per se but how the read in data is handled.  Right now the data is handled very naively...meaning, the code assumes a required texture exists and if one is missing then it will fail to display the model and possibly have a null pointer exception. Things like that will be fixed with time.

I updated the test3ds package as well to include a viewer that fits the model to the view, and adds a mouse handler to rotate the view and adds a simple light, etc.

I uploaded the changed files with the PATCH I made, but for those without access to those files that would like to try out my fixes you can get them from here:

    http://www.zaczek.com/joglutils/ThreeDS.zip - Updated 3DS loader code.
    http://www.zaczek.com/joglutils/test3ds.zip - Updated viewer
    http://www.zaczek.com/joglutils/models.zip - some free/sample 3DS models (including the original globe.3ds)

Now I need to go figure out how to preserve the models/textures in the context so that I don't have to reload them when resizing the screen....using GLJPanel for my own project and this is a big issue.

Z - I am the developer who originally put the 3ds loader code in the joglutils library. Myself and Brian Wood, has since made lots of changes to it. I would like to go through your code and merge it with the changes we have made. One big change with the loader is that the model has been abstracted from a specific model type implementation (whether it is a 3ds, obj, etc. implementation). The loader does support the obj format now and has the ability to support many more. There are still several areas that need work.
15  Java Game APIs & Engines / JOGL Development / Re: NVidia drivers on: 2008-02-14 21:47:56
What exactly are the problems you're seeing?


When running with the pipeline activated and with -Dsun.java2d.opengl.fbobject=true, the system locks up and I have to do a hard reboot. This happens everytime on all of our identical systems.
16  Java Game APIs & Engines / JOGL Development / Re: NVidia drivers on: 2008-02-14 02:11:01
My understanding was that recent drivers from NVidia had finally solved this problem.

I have the latest driver (156.83 dated 11/8/07). This card is in a DELL laptop and NVIDIA recommends getting DELL's driver version. Maybe it hasn't trickled down to those versions yet? We have 5-6 developers all with the same problem. Is there a way to report this?
17  Java Game APIs & Engines / JOGL Development / NVidia drivers on: 2008-02-12 22:24:45
Ken, I read this comment from you...

I recall hearing from Chris Campbell that there were some unfortunate regressions in the current version of NVidia's drivers which affected the Java 2D OpenGL pipeline. Try -Dsun.java2d.opengl.fbobject=false . Does that work?



Is there any new news on this issue? Our group is developing on NVIDIA Quadro NVS 140M's and are forced to set -Dsun.java2d.opengl.fbobject=false when using the pipeline. That was fine at the time, but now as we are progressing, we are running into issues related to the fbobject set to false.

TIA
18  Java Game APIs & Engines / JOGL Development / Re: joglutils: How to properly insert .3ds models? on: 2006-09-05 03:59:15
Maybe I got something terribly wrong here, but with Model3DS and Loader3DS, the rendering is already separated from the loading. So why not insert the drawing into Model3DS?  Huh
Isnt that one of the most basic functions of such a class, to draw it onto the screen? Without that, all the remaining functionality is quite useless, isnt it?

It was written that way because someone suggested it be more adaptable, (i.e. do not tie it down to only one renderer). I guess it would make more sense if Model3DS was strictly abstract with a concrete JOGL implementation.

BTW, is it in general possible to store animations in 3DS files? Otherwise I will have to look for other solutions anyway...

Yes, 3ds does support key frames, but the joglutils loader does not yet support loading the key frames. Animation is not trivial, there needs to be a better framework (Mesh to create objects that store the polygon data as well as key frames) established before animation is supported. If someone wants to start up an object framework, I would be glad to help.
19  Java Game APIs & Engines / JOGL Development / Re: joglutils: How to properly insert .3ds models? on: 2006-09-01 22:36:18
1.  I had to use MyModel instead of Model3DS, which is only part of the test system, not the "official" class, right? But otherwise the render() method lacks, without which it is not possible to display the model? Also I could not find any use for Loader3DS...

Model3DS was not really intended to be instantiated. If you do instantiate it, it will only load the 3DS model and not draw it. The intention was to keep the actual rendering separate from the loading. In the example, MyModel is used to demonstrate how to extend Model3DS for JOGL rendering. It is up to the programmer to add all the bells and whistles.

Loader3DS does the actual reading and loading of the 3DS file. Without it nothing works. But, you don't have to worry yourself with it because it is called/used in Model3DS which you should be extending.

2. All I actually see is the dark grey outline of my model, without any color or light or whatsoever. I guess this has to do with the Material, but the docs dont really say how to use it.

Look at the MyModel class in the example and see how the JOGL code is rendering the model. You can easily add the color in there. It's only a simple example of how to use it. There is no way to anticipate what everyone wants/needs when they render thier model.
20  Java Game APIs & Engines / JOGL Development / Re: Where did my texture go? on: 2006-08-08 15:45:38
Wouldn't using the OpenGL/Java2d pipeline fix the problem anyway?

The views I posted are with the OpenGL/Java2D pipeline enabled.

Or using the background jpanel to load all textures and share it's context to all subpanels?

I haven't put much thought into sharing the context, but that sounds like a good option.

I will code up a small app that uses my current configuration, then one with a GLCanvas, and then one with a shared context.

21  Java Game APIs & Engines / JOGL Development / Re: Where did my texture go? on: 2006-08-08 00:40:05
JDK 1.6.0
22  Java Game APIs & Engines / JOGL Development / Re: Where did my texture go? on: 2006-08-07 23:45:04
Hmm. I added a print statement in the init method, and sure enough it gets called every time the GLJPanel is brought into view.

Question: The background fullscreen panel is a GLJPanel. Would I see any anomalies if I changed the smaller GLJPanel that sits ontop of the background to a heavyweight GLCanvas, and would it solve the texture problem?
23  Java Game APIs & Engines / JOGL Development / Re: Where did my texture go? on: 2006-08-07 21:42:08
Ha, I wish it was that simple. The images are loaded when the 3ds models are loaded. The 3ds models are still active (they are being rendered), but the texture is lost.

btw, the links should work now.
24  Java Game APIs & Engines / JOGL Development / Where did my texture go? on: 2006-08-07 21:00:08
I have an array of JPanels that are sequenced by button clicks onto a static area on the screen. One of the JPanels happens to be a GLJPanel with textures in the rendered scene. The textures are loaded only once in the constructor of the GLJPanel. When the GLJPanel is initially sequenced into view everything renders fine, but the next time it comes into view the textures are lost.

I have posted a sequence of views:

The initial view...
A button is clicked to cause the openGL window to be displayed...
Now the openGL window was hidden then accessed again for a second time...

Like I said before, the panels are not destroyed when not in view; they are kept in an array. My initial thought was to call updateSubImage(), but that did not seem to work.

Any thoughts?
25  Java Game APIs & Engines / JOGL Development / Re: 3ds loader and drawer using JOGL on: 2006-07-30 06:00:22
Since there is interest in this loader, I cleaned it up a bit and included a sample app that uses it. I took Kramer's advice, but instead of making it pluggable I made it more easily extendable.

Ken, I sent eteq an e-mail.

http://bellsouthpwp2.net/g/r/greg_rodgers/Test3DS.zip

Glad I could help.
26  Java Game APIs & Engines / JOGL Development / Re: 3ds loader and drawer using JOGL on: 2006-07-27 06:25:03
Try this...

http://bellsouthpwp2.net/g/r/greg_rodgers/3ds.zip
27  Java Game APIs & Engines / JOGL Development / RADEON 9600 Series problem... on: 2006-07-13 18:15:18
One of our developers is using an ATI powered RADEON 9600 Series card with the latest drivers loaded in a dual LCD setup. OS is Windows XP SP2. When enabling the Java2D/JOGL bridge, the application runs fine, but when the app is shut down one of the displays develops a serious lag. The only known cure is to re-boot. This only occurs with the bridge enabled.

Anyone else run into this?
28  Java Game APIs & Engines / JOGL Development / Re: GLJPanel rendering in molasses on: 2006-07-07 15:52:53
Any feedback available?
29  Java Game APIs & Engines / JOGL Development / Re: GLJPanel rendering in molasses on: 2006-06-28 15:45:51
Here is a small test case...

Visual without the pipeline enabled...

Visual with the pipeline enabled...
30  Java Game APIs & Engines / JOGL Development / Re: GLJPanel rendering in molasses on: 2006-06-27 17:55:56
Thanks for all of your help Ken. I am able to reach my goal of 60 FPS with my application (using a newer graphics card).

I did run into another problem though. I have added an inset map on a GLJPanel that is positioned on top of the main (fullscreen) GLJPanel. Without the pipeline enabled it renders correctly (but with a low frame rate). With the pipeline enabled I get 60 FPS, but the inset map does not render correctly. I have the clear color set to white with alpha set to 0.3. Here are the visual results: (the image on the left is with the pipeline enabled)


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