Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (539)
Games in Android Showcase (132)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 17
1  Java Game APIs & Engines / OpenGL Development / Re: lwjgl.org down on: 2010-09-02 11:17:52
if you want, i can offer a free hosting account with standard LAMP setup via dreamhost.
2  Java Game APIs & Engines / OpenGL Development / provide size to glDrawElements on: 2010-08-27 09:41:29
hi,
i cant access the lwjgl website these days.

anyway, i was wondering why

GL11.glDrawElements(mode, indices);

does not provide  a mode to specify the size or count of the Buffer?

thanks!
3  Game Development / Newbie & Debugging Questions / Re: Choosing between JOGL and LWJGL - help requested! on: 2010-02-19 11:22:48
personally, i have written an interface for all GL functions and can now choose between a jogl and lwjgl implementation, i could also add a new binding easily, if one would exist.

behind that, i mostly choose LWJGL, since it just seems to be faster, the framerates are not so spikey and it has that high precision timer!
4  Java Game APIs & Engines / JOGL Development / Re: Memory leak in TextRenderer on: 2010-02-13 17:23:40
i have been annoyed by textrenderer myself, so i have written a loader and renderer for angelcode's bmfont
http://www.angelcode.com/products/bmfont/

imo this little tool produces very nice text that can compete with textrenderer!
5  Game Development / Newbie & Debugging Questions / Re: loading textures on 64bit VM on: 2010-02-13 16:58:18
yeah princec you are right! thanks!
it was indeed the latest java version and not the 64bit VM.

thanks also for providing the source to fix this!
6  Game Development / Newbie & Debugging Questions / Re: loading textures on 64bit VM on: 2010-02-13 16:46:55
thanks princec. you might be on the right track since it seems as if some byte channels are swapped.

for example here is a screenshot which is supposed to be yellow text with black outline



i am also using jdk6_u18. i will try to revert and see if the problem persits.
7  Game Development / Newbie & Debugging Questions / loading textures on 64bit VM on: 2010-02-13 12:05:25
hello,
it seems my texture loader doesnt work anymore when run in a 64bit environment. im not sure if the cause is the 64bit VM itself or if the file lying on a 64bit filesystem.

the image to load is a RGBA png file.

here is my code:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
               InputStream is = Thread.currentThread().getContextClassLoader().getResourceAsStream(path);
               BufferedImage bi = ImageIO.read(is);
               is.close();
               
               byte[] databytes = ((DataBufferByte) bi.getRaster().getDataBuffer()).getData();
               ByteBuffer data = ByteBuffer.allocateDirect(databytes.length);
               data.order(ByteOrder.nativeOrder());
               data.put(databytes, 0, databytes.length);
               data.rewind();

               IntBuffer texb = IntBuffer.allocate(1);

               binding.genTextures(1, texb);
               binding.bindTexture(binding.TEXTURE_2D(), texb.get(0));
               binding.texParameter(binding.TEXTURE_2D(), binding.TEXTURE_MIN_FILTER(), binding.LINEAR());
               binding.texParameter(binding.TEXTURE_2D(), binding.TEXTURE_MAG_FILTER(), binding.LINEAR());
               binding.texParameter(binding.TEXTURE_2D(), binding.TEXTURE_WRAP_S(), binding.CLAMP());
               binding.texParameter(binding.TEXTURE_2D(), binding.TEXTURE_WRAP_T(), binding.CLAMP());
               binding.texEnvi(binding.TEXTURE_ENV(), binding.TEXTURE_ENV_MODE(), binding.MODULATE());
               binding.texImage2D(binding.TEXTURE_2D(), 0, binding.RGBA(), bi.getWidth(), bi.getHeight(), 0, binding.RGBA(), binding.UNSIGNED_BYTE(), data);


does anyone know what could be wrong? thanks!
8  Java Game APIs & Engines / Tools Discussion / Re: webstart with nativelibs on: 2009-11-09 20:57:42
thanks.

(although i dont like this, cause it makes the users download stuff that they dont gonna need)
9  Java Game APIs & Engines / Tools Discussion / Re: update keystore on: 2009-11-09 16:48:36
thank you!

the reason why i would like to resuse the same keystore is, that i use more than one jar. for example libaries are in their own jars. and afaik the user has to accept one security warning per keystore. and i dont want him to have accept more than one.
10  Java Game APIs & Engines / Tools Discussion / Re: webstart with nativelibs on: 2009-11-09 16:47:09
thank you!

one more question: how do i differentiate between 32bit and 64bit natives in the jnlp file?
11  Java Game APIs & Engines / Tools Discussion / Re: proguard: library doesnt work after optimization on: 2009-11-09 16:46:41
thank you for your replies!
it is not obfuscation that is causing the problem, but optimization! :-)

excluding the class from optimization obviously works, but still i would like to know why.

i will see if i can step through it with a decompiler.
12  Java Game APIs & Engines / Tools Discussion / webstart with nativelibs on: 2009-11-08 20:37:08
hello, when i look at some webstart files, i see that they use something called nativelib. these jars seem to contain just the nativelibraries (dlls, so, ...)

example:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
   <resources os="Linux">
      <nativelib href="lwjgl-native.jar"/>
   </resources>
   
   <resources os="Windows">
      <nativelib href="lwjgl-native.jar"/>
   </resources>

   <resources os="Mac OS X">
      <nativelib href="lwjgl-native.jar"/>  
   </resources>


my questions is: how do you create these nativelib-jars? is there an ant task for this?

thanks!
13  Java Game APIs & Engines / Tools Discussion / proguard: library doesnt work after optimization on: 2009-11-08 19:04:32
hello, i am optimizing a jar with proguard, but it crashes after optimization. here is my proguard task:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
    <proguard>
        -injars     ${dist}/${jarname}
        -outjars    ${dist}-proguard/${jarname}

        -target 5

        -libraryjars '${java.home}/lib/rt.jar'

        -dontobfuscate            
        -optimizationpasses 4
        -overloadaggressively
        -repackageclasses ''
        -allowaccessmodification

        -keep public class * {
            public static void main(java.lang.String[]);
        }
    </proguard>


as soon as i put in the -dontoptimize option, it works.

according to the stack of the exception it crashes when accessing a static public member of a class with a nullpointer. what could be the problem?

thanks!
14  Java Game APIs & Engines / Tools Discussion / update keystore on: 2009-11-08 17:40:49
hello i use a keystore file to sign my jars. now it says it has been expired. is it possible to update it without recreating it?

this is the error message:
"The signer certificate has expired."

thanks!
15  Java Game APIs & Engines / JOGL Development / Re: Colour problem on: 2009-11-08 10:23:10
it's probably the lighting.

the screenshot below is definitely rendered without lighting. and the function enables lighting at the very end.

have a look at the setup of your lights!
16  Java Game APIs & Engines / Java Sound & OpenAL / Re: Non-GPL MP3 Library? on: 2009-11-06 21:53:00
i would also be interested in something like that!
17  Java Game APIs & Engines / JOGL Development / Re: Need Sample Code - $50 USD Reward on: 2009-07-18 11:16:52
sounds like a interesting task. so why not?

but:
  • Uses VBOs if available or falls back to vertex arrays

how can a texture make use of vertex buffer objects or vertex arrays?
18  Games Center / JGO Comp 2009 / Re: JGO Comp 2009 on: 2009-07-09 19:33:12
interesting... though as with all the contests so far, i will probably miss the startdate again.... Wink
19  Java Game APIs & Engines / JOGL Development / Re: How to access Texture3D data with texture coordinates? on: 2009-01-07 17:26:01
thanks for the update.

i have attached the texture, but you need to rename it from txt or png to dds, since the forum does not allow dds directly.
20  Java Game APIs & Engines / JOGL Development / Re: multitexturing and glsl on: 2009-01-07 15:04:40
well, i did look at those replies, but maybe i am not getting things here...

only thing i can say is, that in my shaders i use glUniform with the id of the texture objects and it works perfectly like this:

glUniform1i( location, texture.getId() );
21  Java Game APIs & Engines / JOGL Development / Re: multitexturing and glsl on: 2009-01-07 14:59:43
well, i still think that you shouldnt use 0 and 1 but rather the ids of the texture objects.
22  Java Game APIs & Engines / JOGL Development / Re: multitexturing and glsl on: 2009-01-07 13:28:06
i think you shouldnt put 0 and 1 in your glUniform call, but rather the ids of your textures
23  Java Game APIs & Engines / JOGL Development / Re: How to access Texture3D data with texture coordinates? on: 2009-01-04 14:28:22
sorry for the late reply. i finally got a chance to test it out, but unfortunately all of the texture seems to be white. what could i be doing wrong?
24  Game Development / Newbie & Debugging Questions / Re: how to read an image from a zipfile on: 2008-12-10 20:22:09
thanks a lot!
that worked!!!
25  Game Development / Newbie & Debugging Questions / Re: how to read an image from a zipfile on: 2008-12-10 19:39:08
erikd, thanks for your help. that would be an option. maybe with loadRessourceAsStream().

but still, i would very much like to know how it is done by using the java zip-api.

thanks!
26  Game Development / Newbie & Debugging Questions / how to read an image from a zipfile on: 2008-12-10 17:30:31
hello, i have a zip file that contains images, which i want to load so that they exist as BufferedImages.

i already got so far, that i have a ZipEntry and the corresponding BufferedReader but how can i convert the stream from the BufferedReader into a suitable format that is accepted by the ImageIO class?

thanks!
27  Java Game APIs & Engines / JOGL Development / Re: How to access Texture3D data with texture coordinates? on: 2008-12-10 13:48:56
thank you very much lhkbob!

so far i couldn't test it much, because i am currently forced to work with a graphics card that does not support GL_ARB_texture_rectangle.
once i am back to my normal computer i will test it more!

thanks again!
28  Java Game APIs & Engines / JOGL Development / Re: How to access Texture3D data with texture coordinates? on: 2008-12-06 15:46:12
the jogl-dds loader crashes for me with this stack:

java.lang.NullPointerException
   at com.sun.opengl.util.texture.TextureData.<init>(TextureData.java:258)
   at com.sun.opengl.util.texture.TextureIO.newTextureDataImpl(TextureIO.java:842)
   at com.sun.opengl.util.texture.TextureIO.newTextureData(TextureIO.java:250)
   at com.sun.opengl.util.texture.TextureIO.newTexture(TextureIO.java:538)

lhkbob, yeah i would be happy to have a look at your dds reader! Wink

btw: does anyone know of a good standalone TGA loader/writer for java?
29  Java Game APIs & Engines / JOGL Development / Re: TextRenderer issue. on: 2008-12-01 09:40:10
try to visualize the texture, that is managed by the TextRenderer. there should be a function in the textrenderer that gets you the id. then you can bind it and show it on a screen-aligned-quad.
30  Java Game APIs & Engines / JOGL Development / Re: Font-Size with GLUT on: 2008-12-01 09:38:11
Maybe there is a better solution in jogl than using GLUT? Is there another gl-function which might help me? (I don't want to make the other object greater)

yes, the better solution is called TextRenderer.class
Pages: [1] 2 3 ... 17
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (35 views)
2014-12-15 09:26:44

Mr.CodeIt (26 views)
2014-12-14 19:50:38

BurntPizza (60 views)
2014-12-09 22:41:13

BurntPizza (95 views)
2014-12-08 04:46:31

JscottyBieshaar (55 views)
2014-12-05 12:39:02

SHC (71 views)
2014-12-03 16:27:13

CopyableCougar4 (73 views)
2014-11-29 21:32:03

toopeicgaming1999 (133 views)
2014-11-26 15:22:04

toopeicgaming1999 (124 views)
2014-11-26 15:20:36

toopeicgaming1999 (34 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!