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1  Java Game APIs & Engines / JOGL Development / Re: Mac Intel: Is Polygon Mode/Cull Faces working properly? on: 2006-07-19 17:58:26
Sounds like a good idea.  Done.
2  Java Game APIs & Engines / JOGL Development / Mac Intel: Is Polygon Mode/Cull Faces working properly? on: 2006-07-18 22:49:42
I have the JSR-beta 5, and it seems to be behaving differently on our Intel Macs as on our PowerPC Macs.  On the PowerPC, if my code has set the polygon mode to FILL for front faces and LINE for back faces, I can see my triangles, but on the Intel, I just get an image similar to if I cull the front faces: a ghostly outline.  Only if I set polygon mode to FILL for both front and back faces on the Intel Mac can I get the render to look properly, and this proper rendering is independent of whether I cull the back faces or not, even though I changed the polygon mode of the back faces to get it to show.  I'm using the Universal Binary libraries on both platforms.

Does this sound like a problem anyone else has had?

3  Java Game APIs & Engines / JOGL Development / Re: Problem with glDrawElements() on: 2006-02-27 04:30:32
Given this is a sticky topic, I thought I would summarize the two big things I've learned about using Buffers in JSR-231 programs:

  • Use BufferUtils method to make your buffers.  This ensures they are:
  • The right size (i.e, size of, say, float times array count)
  • Direct Buffers instead of Indirect
  • The right byte order (ByteOrder.naturalOrder())
[li]rewind() your Buffers before submitting them to glVertexPointer(), glNormalPointer(), etc.[/li]

For me, the incorrect ByteOrder was producing the VM crash that was described in starting this thread.

4  Java Game APIs & Engines / JOGL Development / Re: glReadPixels Error in curent, jsr231, including with dri hack on: 2006-02-25 04:49:39
Hey, Ken, what IS that pixel_buffer_object parameter for?  I can't find anything in the documentation that describes that version of the glReadPixels() call...

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