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  How to: Getting started with JOGL  (Read 149921 times)
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Offline kaffiene
« Reply #120 - Posted 2011-08-09 03:41:59 »

That site is REALLY confusing.  I tried to DL JOGL and I ended up with an archive with HUNDREDS of dlls & jar files in it.  How the hell am I supposed to know which ones are needed?
Offline gouessej
« Reply #121 - Posted 2011-08-09 09:57:43 »

That site is REALLY confusing.  I tried to DL JOGL and I ended up with an archive with HUNDREDS of dlls & jar files in it.  How the hell am I supposed to know which ones are needed?
Which site is confusing? You should use the latest dev build or the latest release candidate until the official release is ready.

Offline gouessej
« Reply #122 - Posted 2011-08-09 12:09:08 »

Sorry but kaffeine was speaking about JOGL as far as I know, we are in the "JOGL Development" section, I assume you only did a mistake.

Several tutorials allowing to setup JOGL within Eclipse are available in the Wiki and Wade Walker has been working on an OSGI bundle for Eclipse too which is going to be a nice addition  Grin

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Offline JESTERRRRRR

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« Reply #123 - Posted 2012-01-20 17:18:50 »

(didnt think id need to start a new topic as this one is at the top, know its a bit old)

I cannot for the life of me install this. I even have the book 'Learning Java Bindings for OpenGL (JOGL)', which I'm starting to fear may be useless. I just want to get it working in netbeans for windows

I have:
jogl.all.jar
gluegen-rt.jar
jogl.desktop.dll
gluegen-rt.dll
newt.dll
nativewindow_awt.dll
nativewindow_win32.dll
gluegen-java-src.zip
jogl-java-src.zip

I think these are all I need? Then I have a project in netbeans
"F:\Documents and Settings\PATH\NetBeansProjects\testProject\build\classes"

I know how to add library and choose the jars, but where should I put these files in relation to what I have? Assuming I then create a library called 'jogl' and add my 2 jars in netbeans, what would my VM options be

'-Djava.library.path="F:\Documents and Settings\PATH...?"

If anyone can help it'd be much appreciated, in the mean time I'll keep persevering.
Offline ra4king

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« Reply #124 - Posted 2012-01-20 21:22:37 »

This is why you should be using Eclipse, which lets you easily setup the java.library.path Wink

Offline sproingie

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« Reply #125 - Posted 2012-01-20 21:42:27 »

It's a royal pain in the ass to set up java.library.path in eclipse, since as far as I can tell, there's no way to edit on a per-project basis the defaults for every launcher.  IDEA and Netbeans have pretty much the same idea, and I find their interface a whole lot nicer, especially with my "sandbox" projects which have some 20-odd main classes and thus potentially 20 launchers.
Offline ra4king

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« Reply #126 - Posted 2012-01-20 21:46:46 »

Setting up the java.library.path in Eclipse requires you to associate the natives with the jar...that's it...... Wink

Offline sproingie

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« Reply #127 - Posted 2012-01-20 21:51:28 »

I do like the native attachment feature, and prefer going that route for the native libs (see, I do have good things to say about Eclipse!)  That of course only takes care of one aspect of launch configuration -- anything else and you're still going through a bureaucratic mess.
Offline ra4king

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« Reply #128 - Posted 2012-01-21 05:53:06 »

Please do explain how it's a mess Smiley

Offline JESTERRRRRR

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« Reply #129 - Posted 2012-01-21 17:22:15 »

Well I now have Eclipse, I like it. Guess I'll try install JOGL with this now...
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Offline gouessej
« Reply #130 - Posted 2012-01-21 17:37:13 »

Well I now have Eclipse, I like it. Guess I'll try install JOGL with this now...
This is explained here:
http://jogamp.org/wiki/index.php/Setting_up_a_JogAmp_project_in_your_favorite_IDE

Just skip the step about native library location.

Offline JESTERRRRRR

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« Reply #131 - Posted 2012-01-21 23:36:11 »

I'm getting a red line under

import javax.media.opengl.GLCanvas; - cannot find symbol
import com.sun.opengl.util.Animator; - package does not exist

When using the previous example, why does it no longer work? Also, could anyone give me a few lines of code just so I can test if its working, because I'm not sure if this error is here as iGLCanvas was removed, or I cocked it up.

Edit: Fixed it now.. seems the imports are all just completely different. Basically EVERY example I have found no longer works, everything being different. Not a single example in my book works either.

Is it worth me just getting an older version (e.g. the one in my book), or perhaps I should switch to LWJGL.. would I still have this problem?

Offline lzpolestar

Junior Newbie





« Reply #132 - Posted 2012-03-13 15:02:16 »

But I meet the problem that "Can not be resolved import com.sun.opengl.utils" Sad
Offline gouessej
« Reply #133 - Posted 2012-03-14 22:35:26 »

lzpolestar, you are trying to use some obsolote source code relying on an old version of JOGL. There is no com.sun.* in JOGL 2.0, please look at the documentation:
http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/

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