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1  Java Game APIs & Engines / OpenGL Development / Re: Need testers for Nehe lesson 45 port for LWJGL on: 2007-04-04 13:33:26
if this is still active, send one to me also, my mail is in profile
I have radeon x800

Hi

I've just mailed it.
Copy it to any folder, create a java project (JCreator/Eclipse/whatever), link the project to LWJGL and ur good to go.

u can change in Main.Java:
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m_heightMap.loadHeightmap2("Data/tavor64x64.jpg", // Load Our Heightmap


if u change the filename u can load other Heightmaps from any picture format.
some lines below u can change also the texture file.
u can also modify other params. enjoy Smiley
2  Java Game APIs & Engines / OpenGL Development / need small help with gl12.glDrawRangeElements(...) on: 2007-03-08 13:04:43
in GL12.glDrawRangeElements(int mode, int start, int end, int count, int type, long indices_buffer_offset) 
can someone please explain what every parameter specifies? im not sure i got it right and i couldn't find any useful into in google/other.

Lets say i have an indices buffer (size 6 = 2 triangles X 3 vertices) and 6 interleaved vertices in my vertices array (V[3]N[3]C[4]T[2]) of float type.

what do i need to specify in glDrawRangeElements(...) to draw them all (its VBO based).
3  Java Game APIs & Engines / OpenGL Development / Re: Need testers for Nehe lesson 45 port for LWJGL on: 2007-03-02 08:23:40
sent Smiley
4  Java Game APIs & Engines / OpenGL Development / Need testers for Nehe lesson 45 port for LWJGL on: 2007-03-01 21:35:24
Hi

I've just finished working on my port for NeHe lesson 45.

since my video card sucks, i would like to have some people here testing it before i send it.

i'll zip and send it to whoever leaves his email here.

thanks Smiley
5  Java Game APIs & Engines / OpenGL Development / Re: A bug in Wiki-LWJGL tutorial? on: 2007-03-01 11:20:59
sorry, it would be 4*(3+3).

in any case it should not be (3+3+2) ....
6  Java Game APIs & Engines / OpenGL Development / Re: A bug in Wiki-LWJGL tutorial? on: 2007-03-01 11:20:05
sorry, but i insist Smiley

the structure should be
V[3*4byte]N[3*4byte]C[4*4byte]T1[2*byte]

so if i need the texture (s,t) , i need to do :
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intlvdarr[4*(3+3+4)+0] = texture_s;
intlvdarr[4*(3+3+4)+1] = texture_t;


the texture offset WOULD be 3+3+2 for the following structure:
V[3*4byte]N[3*4byte]T1[2*byte]C[4*4byte]

please check it again Wink thanks.

7  Java Game APIs & Engines / OpenGL Development / already made one :) on: 2007-02-27 11:03:54
if someones wants, i can send him.

thanks.
8  Java Game APIs & Engines / OpenGL Development / Re: A bug in Wiki-LWJGL tutorial? on: 2007-02-27 11:03:05
yes, i understand what the x4 means, but if u decided that the interleaved structure is like this:
V[xyz]N[xyz]C[rgba]T1[st]

then the offset for the starting of the texture should be (3+3+4)*4 and not (3+3+2)*4, since the color have rgba channels = 4 channel..., and it comes before the texture channels...

btw - i already implemented it, and its 3+3+4.
please check ur tutorial again (it really helped me, though !).
9  Java Game APIs & Engines / OpenGL Development / A bug in Wiki-LWJGL tutorial? on: 2007-02-26 22:52:16
Hi,

I've checked out the speedy VBO in
http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/opengl/speedyvbo#interleaving_a_vbo

and I've notived that:
 
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// texture coordinates offset = (3 + 3 + 2) * 4;
GL11.glTexCoordPointer(2, GL_FLOAT, stride, offset);


Looks a little bit strange... shouldn't it be offset = (3 + 3 + 4) * 4 instead?

Anyway, i've solved my bug problems... it was all due to an unupdated driver of my laptop, and apperantly, now i DO have VBO supported... yey!
10  Java Game APIs & Engines / OpenGL Development / Need a reference code for glDrawElements on: 2007-02-24 17:25:10
Hi all

Im still having problems with using the buffers.
I could not find any source that explains simply how to use them currectly with GL (thanks for all the links.. they did not help though).

I need a reference code for using LWJGL with glDrawElements (non VBO please!).
an app that is using GL_VERTEX_ARRAY,GL_TEXTURE_COORD_ARRAY and GL_COLOR_ARRAY would be best.

please mail me to
preshel@gmail.com

thanks !
11  Java Game APIs & Engines / OpenGL Development / Re: Using DevIL to make a heightmap from a bmp/jpg file on: 2007-02-17 20:25:51
Thanks Smiley

anyway, I've figured it out i think. I just keep getting that annoying runtime bug again and again.
12  Game Development / Performance Tuning / Re: Making multiple TriangleStrips Vs. one long Triangle array on: 2007-02-17 20:12:40
Im using glDrawArrays, and I haven't seen any "index pointer" yet.
I would also like to enable VBO. Is there a way to upload the index array to the card's memory?
13  Game Development / Performance Tuning / OutOfMemoryError: Direct buffer memory on: 2007-02-15 16:06:33
Hi, i've made:

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         m_vertices = BufferUtil.newFloatBuffer(m_vertexCount * 3* fVertexPerPixel);      
        m_texCoords = BufferUtil.newFloatBuffer(m_vertexCount * 2* fVertexPerPixel);
        // float [] vertices= new float[m_vertexCount * 2* fVertexPerPixel*fVertexPerPixel];


and i get the memory error.
if i enable "float [] vertices= new float[m_vertexCount * 2* fVertexPerPixel*fVertexPerPixel];"
and disable "m_vertices = BufferUtil.newFloatBuffer(m_vertexCount * 3* fVertexPerPixel);", i dont get an error.

1) is the ByteBuffer limited in any way, and have less mem space than the java heap?
2) can i extend the java heap?
14  Game Development / Performance Tuning / Making multiple TriangleStrips Vs. one long Triangle array on: 2007-02-15 13:49:05
Hi

I am making something regarding a heightmap.

well, i have the grid, and I want to use "GL_ARRAY_BUFFER" option (i dont have VBO on my laptop card  Undecided).
I can make one long buffer of all my triangles, but I can also arrange my grid as a collection of triangle strips.

What is considered to be faster?
I can have just one single call for an ordinary triangle array, and I can have multiple calls for my multiple triangle strips.
whats usually faster and regarded as better method?
15  Java Game APIs & Engines / OpenGL Development / Re: Using DevIL to make a heightmap from a bmp/jpg file on: 2007-02-15 09:48:05
There is no book in DevIL, i guess.
for example, when i see on the documentation:
ilIsValid(int Type, java.lang.String FileName)
I dont know what is it for, what is "Type" param and which constant values are valid for it, etc.

anyhoo, i've got the following code:
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        IntBuffer image = BufferUtil.newIntBuffer(1);
        IL.ilGenImages(image);
        IL.ilBindImage(image.get(0));
        IL.ilLoadImage("Data/heightmap1.bmp");
        IL.ilConvertImage(IL.IL_RGB, IL.IL_BYTE);
        ByteBuffer scratch = IL.ilGetData();
        for (int i=0;i<500;i++)
                 System.out.println(""+i+": "+scratch.get(i));


why do i see negative numbers on the output?
16  Java Game APIs & Engines / OpenGL Development / Re: Using DevIL to make a heightmap from a bmp/jpg file on: 2007-02-14 15:37:12
Usually when i'm reading something about a new library, I dont fully understands.

Also, the DevIL documentation practictly dont exists. Just have the methods, and not how to use them.

I looked up for the "imageio" , and i found it, but i could not figure out what to do with it... "image stream" etc. dont mean nothing to me.

maybe i have a deeper problem. How do u guys understand such concepts?
17  Java Game APIs & Engines / OpenGL Development / Re: Using DevIL to make a heightmap from a bmp/jpg file on: 2007-02-14 09:49:36
No.

First,
I dont even know in which library it is, and where is the documentation.

Second,
Why using some library, when DevIL exists?
I just dont understand how to implement DevIL for my needs.
18  Java Game APIs & Engines / OpenGL Development / Re: Using DevIL to make a heightmap from a bmp/jpg file on: 2007-02-13 20:02:47
Im a newbie... what is an "imageio" and how to use it to load bmp/jpg images?
19  Java Game APIs & Engines / OpenGL Development / Re: NullPointerException after calling to GL11.glGenTextures on: 2007-02-13 20:01:07
Here is the full log:
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#
# An unexpected error has been detected by HotSpot Virtual Machine:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x69557dda, pid=3544, tid=2472
#
# Java VM: Java HotSpot(TM) Client VM (1.5.0_09-b03 mixed mode, sharing)
# Problematic frame:
# C  [nvoglnt.dll+0x57dda]
#

---------------  T H R E A D  ---------------

Current thread (0x000368b8):  JavaThread "main" [_thread_in_native, id=2472]

siginfo: ExceptionCode=0xc0000005, reading address 0x0c0c2fa2

Registers:
EAX=0x00000031, EBX=0x0bf92fa2, ECX=0x0bbc5474, EDX=0x42a00000
ESP=0x0007f964, EBP=0x00000030, ESI=0x07485298, EDI=0x0c0c2fa2
EIP=0x69557dda, EFLAGS=0x00010202

Top of Stack: (sp=0x0007f964)
0x0007f964:   00018000 00000004 0747c2c0 00000000
0x0007f974:   0747c2c0 69558d12 00000000 00017f34
0x0007f984:   0007f9f8 000368b8 0747c2c0 26b066e8
0x0007f994:   6960deff 0747c2c0 00000004 00000000
0x0007f9a4:   00018000 26b066e8 10006f53 00000004
0x0007f9b4:   00000000 00018000 00ad832f 00036978
0x0007f9c4:   0007fa00 00000004 00000000 00018000
0x0007f9d4:   69607730 00000000 0007f9dc 26b066e8

Instructions: (pc=0x69557dda)
0x69557dca:   12 8b d5 0d 00 38 00 40 4d 89 41 fc 85 d2 7e 2b
0x69557dda:   8b 07 89 01 83 c1 14 8b 57 04 89 51 f0 03 7e 7c


Stack: [0x00040000,0x00080000),  sp=0x0007f964,  free space=254k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [nvoglnt.dll+0x57dda]

[error occurred during error reporting, step 120, id 0xc0000005]

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j  org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0
j  org.lwjgl.opengl.GL11.glDrawArrays(III)V+20
j  myUtilities.myHeightMap.render()V+92
j  Main.render()V+36
j  Main.run()V+31
j  Main.main([Ljava/lang/String;)V+3
v  ~StubRoutines::call_stub

---------------  P R O C E S S  ---------------

Java Threads: ( => current thread )
  0x00a72038 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=1120]
  0x00a70c20 JavaThread "CompilerThread0" daemon [_thread_blocked, id=2744]
  0x00a6ffd0 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1608]
  0x00a48c60 JavaThread "Finalizer" daemon [_thread_blocked, id=3756]
  0x00a6ab30 JavaThread "Reference Handler" daemon [_thread_blocked, id=3108]
=>0x000368b8 JavaThread "main" [_thread_in_native, id=2472]

Other Threads:
  0x00a68df0 VMThread [id=2940]
  0x00a8cb88 WatcherThread [id=1812]

VM state:not at safepoint (normal execution)

VM Mutex/Monitor currently owned by a thread: None

Heap
 def new generation   total 576K, used 208K [0x22a70000, 0x22b10000, 0x22f50000)
  eden space 512K,  40% used [0x22a70000, 0x22aa41b8, 0x22af0000)
  from space 64K,   0% used [0x22af0000, 0x22af0000, 0x22b00000)
  to   space 64K,   0% used [0x22b00000, 0x22b00000, 0x22b10000)
 tenured generation   total 3232K, used 2345K [0x22f50000, 0x23278000, 0x26a70000)
   the space 3232K,  72% used [0x22f50000, 0x2319a7a0, 0x2319a800, 0x23278000)
 compacting perm gen  total 8192K, used 873K [0x26a70000, 0x27270000, 0x2aa70000)
   the space 8192K,  10% used [0x26a70000, 0x26b4a728, 0x26b4a800, 0x27270000)
    ro space 8192K,  67% used [0x2aa70000, 0x2afce5d8, 0x2afce600, 0x2b270000)
    rw space 12288K,  47% used [0x2b270000, 0x2b8187f0, 0x2b818800, 0x2be70000)

Dynamic libraries:
0x00400000 - 0x0040d000    C:\Program Files\Java\jdk1.5.0_09\bin\java.exe
0x77f50000 - 0x77ff7000    C:\WINDOWS\System32\ntdll.dll
0x77e60000 - 0x77f46000    C:\WINDOWS\system32\kernel32.dll
0x77dd0000 - 0x77e5d000    C:\WINDOWS\system32\ADVAPI32.dll
0x78000000 - 0x78087000    C:\WINDOWS\system32\RPCRT4.dll
0x77c10000 - 0x77c63000    C:\WINDOWS\system32\MSVCRT.dll
0x6d730000 - 0x6d8cb000    C:\Program Files\Java\jdk1.5.0_09\jre\bin\client\jvm.dll
0x77d40000 - 0x77dcd000    C:\WINDOWS\system32\USER32.dll
0x7f000000 - 0x7f042000    C:\WINDOWS\system32\GDI32.dll
0x76b40000 - 0x76b6c000    C:\WINDOWS\System32\WINMM.dll
0x76390000 - 0x763ac000    C:\WINDOWS\System32\IMM32.DLL
0x629c0000 - 0x629c8000    C:\WINDOWS\System32\LPK.DLL
0x72fa0000 - 0x72ffa000    C:\WINDOWS\System32\USP10.dll
0x6d2f0000 - 0x6d2f8000    C:\Program Files\Java\jdk1.5.0_09\jre\bin\hpi.dll
0x76bf0000 - 0x76bfb000    C:\WINDOWS\System32\PSAPI.DLL
0x6d700000 - 0x6d70c000    C:\Program Files\Java\jdk1.5.0_09\jre\bin\verify.dll
0x6d370000 - 0x6d38d000    C:\Program Files\Java\jdk1.5.0_09\jre\bin\java.dll
0x6d720000 - 0x6d72f000    C:\Program Files\Java\jdk1.5.0_09\jre\bin\zip.dll
0x10000000 - 0x1004b000    C:\WINDOWS\system32\lwjgl.dll
0x72280000 - 0x722a8000    C:\WINDOWS\System32\DINPUT.dll
0x4fec0000 - 0x4ffe6000    C:\WINDOWS\system32\ole32.dll
0x5ed00000 - 0x5edc6000    C:\WINDOWS\System32\OPENGL32.dll
0x68b20000 - 0x68b3e000    C:\WINDOWS\System32\GLU32.dll
0x51000000 - 0x51050000    C:\WINDOWS\System32\DDRAW.dll
0x73bc0000 - 0x73bc6000    C:\WINDOWS\System32\DCIMAN32.dll
0x77c00000 - 0x77c07000    C:\WINDOWS\system32\VERSION.dll
0x5ad70000 - 0x5ada4000    C:\WINDOWS\System32\uxtheme.dll
0x06ea0000 - 0x06ecb000    C:\WINDOWS\System32\msctfime.ime
0x69500000 - 0x6981e000    C:\WINDOWS\System32\nvoglnt.dll
0x746f0000 - 0x74716000    C:\WINDOWS\System32\Msimtf.dll
0x74720000 - 0x74764000    C:\WINDOWS\System32\MSCTF.dll
0x7c890000 - 0x7c910000    C:\WINDOWS\System32\CLBCATQ.DLL
0x77120000 - 0x771ab000    C:\WINDOWS\system32\OLEAUT32.dll
0x77050000 - 0x77115000    C:\WINDOWS\System32\COMRes.dll
0x6ce10000 - 0x6ce45000    C:\WINDOWS\System32\dinput8.dll
0x688f0000 - 0x688f9000    C:\WINDOWS\System32\HID.DLL
0x76670000 - 0x76757000    C:\WINDOWS\System32\SETUPAPI.DLL
0x6d070000 - 0x6d1d9000    C:\Program Files\Java\jdk1.5.0_09\jre\bin\awt.dll
0x73000000 - 0x73023000    C:\WINDOWS\System32\WINSPOOL.DRV
0x0c1e0000 - 0x0c2d6000    C:\WINDOWS\System32\OpenAL32.dll
0x51080000 - 0x510e1000    C:\WINDOWS\System32\dsound.dll
0x72d20000 - 0x72d29000    C:\WINDOWS\System32\wdmaud.drv
0x72d10000 - 0x72d18000    C:\WINDOWS\System32\msacm32.drv
0x77be0000 - 0x77bf4000    C:\WINDOWS\System32\MSACM32.dll
0x77bd0000 - 0x77bd7000    C:\WINDOWS\System32\midimap.dll
0x5ef80000 - 0x5ef84000    C:\WINDOWS\System32\KsUser.dll

VM Arguments:
java_command: Main
Launcher Type: SUN_STANDARD

Environment Variables:
PATH=C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\flexlm\bin;C:\Ptc\promechWildfire\bin;C:\Program Files\Common Files\Autodesk Shared\
USERNAME=asi preshel
OS=Windows_NT
PROCESSOR_IDENTIFIER=x86 Family 6 Model 9 Stepping 5, GenuineIntel



---------------  S Y S T E M  ---------------

OS: Windows XP Build 2600 Service Pack 1

CPU:total 1 (cores per cpu 1, threads per core 1) family 6 model 9 stepping 5, cmov, cx8, fxsr, mmx, sse, sse2

Memory: 4k page, physical 261104k(97844k free), swap 639152k(289400k free)

vm_info: Java HotSpot(TM) Client VM (1.5.0_09-b03) for windows-x86, built on Oct 12 2006 01:20:10 by "java_re" with MS VC++ 6.0
20  Game Development / Newbie & Debugging Questions / Re: How to make a batch file for my app? on: 2007-02-13 19:58:57
honestly ... I don't know Smiley

structure would be very good. I'm interested why this thing doesn't work so if you want you can send your app to me and I will try to make a jar file. kova1337(funnyA)gmail.com

Thanks. I mailed u all the info needed, and all the files.

BTW - i tried to use JSMOOTH, but i could not get it to work anyway.
21  Java Game APIs & Engines / OpenGL Development / Re: NullPointerException after calling to GL11.glGenTextures on: 2007-02-12 23:16:47
its impossible to guess whats wrong without the full log, for all we know, you could be calling OpenGL methods without even having created a display - or you could passing illegal buffers to the drivers - it's pure guesswork.

Saying that stuff work in jogl doesn't actually mean anything. Since jogl and lwjgl are two completely different codebases you can't compare them in that regard.

hi

the display was created.
I copy pasted a legitimate code from texture-loading in LWJGL based NeHe lesson 7....
22  Game Development / Newbie & Debugging Questions / Re: How to make a batch file for my app? on: 2007-02-12 22:26:17
Isn't jar a package?

anyway, i pushed all the class files of myUtilities package into a jar file, and i've included it in the main jar file.
still doesn't work.

im TOTALLY lost.

my app is very light weight... maybe i can send it to someone who is ready to make a batch file?
i guess that i'll learn the rest by myself...

I can also describe the structure of my files etc., if it will do any good.

23  Java Game APIs & Engines / OpenGL Development / Re: Using DevIL to make a heightmap from a bmp/jpg file on: 2007-02-12 18:26:58
Sorry to say, but im way too newbie to understand what to do with all that code, in order to do what i wanted (in the subject line).
24  Java Game APIs & Engines / OpenGL Development / Re: NullPointerException after calling to GL11.glGenTextures on: 2007-02-12 18:06:02
It shouldn't crash, since the Nehe tutorial (45) worked with JoGL library.

I just tried to port it to LWJGL, and it crashed when calling to GL11.glGenTextures(m_textureId).

m_textureId is defined as:
private IntBuffer m_textureId = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();

I just copy pasted all that memory stuff from other Nehe - LWJGL lesson, since it worked there (a textured spinning cube).
25  Game Development / Newbie & Debugging Questions / Re: How to make a batch file for my app? on: 2007-02-12 18:00:59
ah the pain...  use a manifest file, it's nicer way to create jars with manifest. Put your LWJGL jar into your jar file like any other file.
Then you need to add class path argument into manifest file to your LWJGL jar file.

This is example how I did it when I worked with jdbc driver:

Ok, I did something else, and it worked , but now i have a totally new bug
i have a "java.lang.NoClassDefFoundError" on one of my package classes.
the package is defined as a class path in my manifest file as:

Class-Path: myUtilities

the app crashes when i try to call one of myUtilities classes from my main class.

what can it be?

26  Game Development / Newbie & Debugging Questions / Re: How to make a batch file for my app? on: 2007-02-12 11:11:52

I, i tired it, but i got a "noclassdeffounderror" on all my LWJGL libraries.

they are stored in "C:\Java Libraries\lwjgl-1.0-rc1\"

how can i add them to my jar file?
27  Java Game APIs & Engines / OpenGL Development / Re: Extention query on: 2007-02-11 22:49:00
thanks!
28  Java Game APIs & Engines / OpenGL Development / Re: NullPointerException after calling to GL11.glGenTextures on: 2007-02-11 22:21:58
Hi... ok, i did what u suggested, and it worked, but now i have a serious runtime crash -

#
# An unexpected error has been detected by HotSpot Virtual Machine:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x69557dda, pid=3168, tid=3156
#
# Java VM: Java HotSpot(TM) Client VM (1.5.0_09-b03 mixed mode, sharing)
# Problematic frame:
# C  [nvoglnt.dll+0x57dda]
#
# An error report file with more information is saved as hs_err_pid3168.log
#
# If you would like to submit a bug report, please visit:
#   http://java.sun.com/webapps/bugreport/crash.jsp
#

what can it be?
29  Java Game APIs & Engines / OpenGL Development / NullPointerException after calling to GL11.glGenTextures on: 2007-02-11 21:20:06
I have the following code:
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        IntBuffer textureId = BufferUtil.newIntBuffer(1);   
        GL11.glGenTextures(textureId);                     //


and i get a NullPointerException ...

why is that?
30  Java Game APIs & Engines / OpenGL Development / Extention query on: 2007-02-11 20:49:47
i saw that JoGL can make the following code:

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boolean has VBO = (gl.isFunctionAvailable("glGenBuffersARB") &&
                                                gl.isFunctionAvailable("glBindBufferARB") &&
                                                gl.isFunctionAvailable("glBufferDataARB") &&
                                                gl.isFunctionAvailable("glDeleteBuffersARB"));


what is the equvalient procedure in LWJGL?
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