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1  Java Game APIs & Engines / JOGL Development / Re: JOGL 1.1.1 installation fails on: 2008-09-20 16:56:50
No, I didn't copy things to the Windows directory Wink.  I just meant that I installed JOGL 1.1.1 on my machine, and I was trying to be complete by indicating it was a Windows platform, 2000 variety.

I've subsequently searched everywhere I can think of and haven't found any reason it would be using mismatched versions of jogl.jar and gluegen-rt.jar, but that certainly does sound like something that would cause this.  Maybe I messed up in adjusting my CLASSPATH or PATH somehow.  Thanks for the pointer; I'll keep looking.
2  Java Game APIs & Engines / JOGL Development / JOGL 1.1.1 installation fails on: 2008-09-19 18:48:40
I just upgraded my Windows 2000 system from JOGL V1.1.0 to V1.1.1.  Using 1.1.0,  things work fine; the Gears demo for example produces:

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java demos.gears.Gears
INIT GL IS: com.sun.opengl.impl.GLImpl
Chosen GLCapabilities: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: tru
e, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 1
6, Blue Accum: 16, Alpha Accum: 16, Multisample: false ]
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5200/AGP/SSE2
GL_VERSION: 2.0.1


and runs very nicely.  However, switching to V1.1.1 produces a blank frame and the following text in the command window:

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java demos.gears.Gears
Exception in thread "AWT-EventQueue-0" java.lang.RuntimeException: java.lang.IllegalArgumentExceptio
n: 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(WindowsOnscreenGLDrawab
le.java:189)
        at com.sun.opengl.impl.windows.WindowsOnscreenGLContext.makeCurrentImpl(WindowsOnscreenGLCon
text.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.maybeDoSingleThreadedWorkaround(GLCanvas.java:412)
        at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
        at javax.media.opengl.GLCanvas.paint(GLCanvas.java:277)
        at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248)
        at sun.awt.RepaintArea.paint(RepaintArea.java:224)
        at sun.awt.windows.WComponentPeer.handleEvent(WComponentPeer.java:301)
        at java.awt.Component.dispatchEventImpl(Component.java:4486)
        at java.awt.Component.dispatchEvent(Component.java:4240)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
        at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)
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)
        ... 20 more


This is a Windows 2000 system with Java 1.6:

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java -version
java version "1.6.0_03"
Java(TM) SE Runtime Environment (build 1.6.0_03-b05)
Java HotSpot(TM) Client VM (build 1.6.0_03-b05, mixed mode)


I musta broke something, but I can't figure it out.  Anybody got any ideas?

Thanks.


EDIT: I also tried it with -Dsun.java2d.noddraw=true... no change   Sad
3  Game Development / Game Mechanics / Re: Missing Updated ODEJava API zip? on: 2007-12-11 01:27:06
Quote
You could generate it from the sources  ...

Sure... but I can't post it for others.  My point was that a zip of the pure API would be something that the user community would benefit from having posted on the project download page...  But thanks for the suggestion  Wink

4  Game Development / Game Mechanics / Missing Updated ODEJava API zip? on: 2007-12-10 07:29:30
Is there any place where the current ODEJava API is posted in a zip file for download?  I can't seem to find it (and yes, I did my homework and tried, although I'll grant I could have missed it).  The old 2004 API is posted (although of marginal use IMHO since the API has changed a fair bit).  The 15 Jan 2006  Snapshot contains the JavaDoc for both the ODEJava and Xith3D bindings, but I'm looking for a post that has (just) the ODEJava API.  (Not that I have anything against Xith3D; I think it's wonderful.  But if I'm not using it in a project, I'd like to have that project have just the relevant API docs).

Thanks for any pointers.

5  Java Game APIs & Engines / JInput / Re: Javadoc download on: 2007-12-09 06:24:51
Thanks; appreciate the responsiveness on posting the API zip.
Regarding the updated combined binaries:  are there functional changes to the binaries (other than the webstart), or are the binaries in the 12/07/2007 posting a regen from the same code as in the July '07 binaries?   

Thanks again for the support.
6  Java Game APIs & Engines / JInput / Re: Javadoc download on: 2007-12-06 03:09:52
I found it here:  http://www.newdawnsoftware.com/resources/jinput/  but I have no idea whether the maintainers intend to keep it there...  I agree that it would be nice if "Documents and Files" included a valid API download link instead of (just) a direct link to the docs.
7  Java Game APIs & Engines / Java Sound & OpenAL / Re: joal.util.Version missing? on: 2007-12-04 02:33:42
It's not a big concern; it's a very small one -- once I understand it Smiley   It does pose minor issues in verifying the configuration status of the machines in our labs, but you probably have way more important things to do than fix something trivial like this;  we can work with it.

Thanks for the feedback.

8  Java Game APIs & Engines / Java Sound & OpenAL / Re: joal.util.Version missing? on: 2007-12-01 09:50:34
Thanks for the reply.  I'm embarassed to admit that I actually have the JOGL version of that code implemented in something I put together last Spring for a different class I'm teaching; I just forgot about it  Embarrassed

Now that I've got THAT solved  Wink, I have another somewhat weird question.  I installed JOAL 1.1.1 from  joal-1.1.1-windows-i586.zip under "Release Builds 2007, 1.1.1-July 4".  I then ran the following code that I got from a wonderful source  Wink

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String packageName = "net.java.games.joal";
Package p = Package.getPackage(packageName);
if (p == null)
{
      System.out.println("\nJOAL package " + packageName + " not found\n");
}
else
{
     System.out.println("\nJOAL Version = " + p.getImplementationVersion());
}


This code prints the following output:

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JOAL Version = 1.1.2


I verified that I really did install the 1.1.1 download; I even went back and re-downloaded it to be sure.  Also, I've never (to my knowledge) downloaded any of the nightly builds or anything except files from the "stable release" area.   Sooo... why is my 1.1.1 installation printing a version number of 1.1.2?   Am I missing something?

Thanks again for the feedback.
9  Java Game APIs & Engines / Java Sound & OpenAL / joal.util.Version missing? on: 2007-11-29 02:51:29
I just upgraded some apps from JOAL 1.1b03  (Sep '06) to 1.1.1 (July '07)  (I sort of skipped the final 1.1.0 release of Dec '06).   The upgrade broke a number of things.  Most of them I understand and have fixed; however, one has me puzzled.   In 1.1b03 (and earlier versions, I'm pretty sure), there was a class [size=11pt]net.java.games.joal.util.Version[/size], which I invoked with the statement

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System.out.println ("JOAL Version = " + net.java.games.joal.util.Version.getVersion() );


That class has mysteriously disappeared (as of 1.1.0, it appears) from [size=11pt]net.java.games.joal.util[/size], and I can't find any replacement.  Am I just missing something in 1.1.1, or is there really no way to obtain the JOAL version number at runtime?

Thanks for any input.
10  Java Game APIs & Engines / Java Sound & OpenAL / JOAL API inconsistent with OpenAL? on: 2006-12-21 00:13:10
Hi,
   I'm trying to understand why it appears that the JOAL API does not seem to match the OpenAL API (in the same way, for example, that one expects the JOGL API to match the OpenGL API).  I freely admit this could be due to my misunderstanding something, or looking at the wrong version, or something else (in which case I'd appreciate a gentle correction), but here's an example of what I'm talking about.

  The OpenAL 1.1 Programmers Giude (
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=51&file=OpenAL_Programmers_Guide.pdf) updated December 2006 specifies (page 15)  just one form of alGenBuffers(): 

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void alGenBuffers(ALsizei n,ALuint *buffers);


  The JOAL 1.1b03  API (Sep 5, 2006; the latest, as far as I know) specifies two forms of method alGenBuffers(): 

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alGenBuffers(int n, IntBuffer buffers) 

and
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alGenBuffers(int n, int[] buffers, int buffers_offset)


On it's face, this would seem to at least indicate that JOAL is not precisely just an interface directly into OpenAL, but rather that someone has decided to "do it better" (?).

Further, there is no documentation in the JOAL API JavaDoc explaining what the second form of alGenBuffers() does (i.e., what that third parameter represents (yes, I could guess a bit from the parameter name, but that's pretty weak documentation if that's the intent, and anyway every guess I make leaves me with at least a couple of questions).

Worse, both methods contain the same comment as to what they do:

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          Entry point (through function pointer) to C language function: 
void alGenBuffers(ALsizei n, ALuint * buffers);


leaving even more confusion (and fewer clues) as to how the JOAL API actually works.

I've used alGenBuffers() as an example; there are many other routines with the same ambiguities. 

I am teaching classes in game design and am trying to make the argument that JOAL is a solid alternative to other choices.  However, things like this, which make it difficult for me to figure things out and therefore darn near impossible for my students, make it difficult to continue considering JOAL as a viable alternative.  Can someone help -- either in pointing out my error(s),  providing the missing explanation of what the API really intends to say/do, or (best case) improve the API so that it is either consistent with OpenAL or else has JavaDoc that clearly explains the differences?

Thx.


11  Java Game APIs & Engines / JOGL Development / glGenBuffersARB not available ?! on: 2004-09-28 06:03:21
I'm running a large JOGL demo program that's exercising lots of cool stuff (at least, I think it will:) )

I'm getting the error message

net.java.games.jogl.GLException: Method "glGenBuffersARB" not available
       at net.java.games.jogl.impl.windows.WindowsGLImpl.glGenBuffersARB(WindowsGLImpl.java:8199)

I *think* this means either

(1) my JOGL is out of date (but, I've installed the latest distrib, 4Aug04, although I could have done it worng), or
(2) my Win2K underlying system is out of date (although I've applied all the MS updates), or
(3) my graphics card is too lame to do the requested operations.

Can somebody help a poor newbie by at least telling me if I'm in the right ballpark?  (And maybe what I need to do to get around it?)

Thanks.
12  Java Game APIs & Engines / J2ME / Re: collision detection for round objects on: 2004-03-19 22:58:59

Quote
Posted by: swpalmer Posted on: Feb 5th, 2004, 1:20am
If these are perfect circles then a simple test of the square distance between the center of the circles is enough.  
(dx*dx + dy*dy) <= (r1*r1 + r2*r2)


Actually I think this may be off by a bit.  You want to check if the distance between the centers is less than the sum of the radii, and do so by comparing their squares to avoid taking roots for efficiency. The left side is the square of the distance, but the right side is the sum of the squares of the radii -- not the square of the sum of the radii.
Somebody correct me if I'm wrong, but I think the RHS should be  (r1*r1 + 2*r1*r2 + r2*r2).

Minor point... unless your objects are penetrating each other and making your application look bad....
13  Java Game APIs & Engines / JOGL Development / Re: Is JOGL still alive ? on: 2004-01-12 19:49:52
As a complete newbie, I too have been tracking the JOGL forum for months, trying to get an understanding of the overall direction.  I have been able to convert my current work to JOGL with relative ease, and I applaud those working on the project.

However,  what is 'keeping me from progressing' is not lack of a particular facility (e.g. swapBuffers), but more of a lack of a clear understanding of the long-term future of JOGL.  It would help tremendously to have a sort of bird's-eye view of the operation and direction of the project.  As specific examples:

(1) are the people working on JOGL doing so because of a firm long-term commitment from SUN and/or SGI and/or anyone else to support it, or are they doing it for love of the project?  (I'm all for love of the project, but it's a hard thing on which to base corporate and educational decisions looking 2-5 years out).  

(2) While I'm all for J2SE1.5, it's arguably not necessary to have Tiger in order to have an idea of where the future of Java/OpenGL lies.  On the other hand, it  clearly is necessary to have an idea of the relationship of JOGL to OpenGL 1.5/2.0... in particular with relation to significant new developments like shaders.  

Is there some information posted somewhere, that I've just not found, that describes the underlying support (or lack thereof) of the project, and that gives a long-term view of the project concept in the minds of the project owners?  And specifically, is there any information about current or planned future support for the shader APIs?

Again, I'm a newbie; I hope my questions and comments aren't redundant and are taken positively -- I'm truly interested in knowing what the people inside JOGL really think about JOGL's future.

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