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  So you like Textures eh? Texturing Demo in JOGL.  (Read 20427 times)
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Offline kevglass

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Medals: 158
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« Reply #30 - Posted 2003-07-22 18:26:37 »

I still can't get this to work, my textures just don't show up. XP, ATI graphics card.

However, I noticed above that Ant? couldn't get the INT format to work even once you've added the creation of the buffer.

You need to multiply the size of the buffer (data.length) by the size of an int, in the JOGL demo this is :

BufferUtils.SIZEOF_INT

However, I'd appreciate any suggestions..

Kev

Offline aNt

Senior Member




AFK


« Reply #31 - Posted 2003-07-22 18:29:16 »



QTTexture.java and here the magic bit. looks simple dont it :). always is. i think it can be opimized a lot, but heres your music and video. also loads any quicktime media types. bmp, tga, jpg, gif, png, mov, mp4, mp3, mpg, interactive quicktime, streaming media, and load loads more.. even smil :)



package ant.games.texture;

import java.awt.*;
import java.awt.image.*;

import quicktime.*;
import quicktime.app.view.*; // New QTJava
import quicktime.io.*;
import quicktime.qd.*;
import quicktime.std.*;
import quicktime.std.movies.*;
import quicktime.std.movies.media.*;

public class QTTexture {
 private boolean mov_loaded;
 private DataRef qdr;
 private Movie mov;
 private MoviePlayer mp;
 private int kwidth = 32;
 private int kheight = 32;

 public QTTexture(String file, int width, int height) {
   this.mov_loaded = false;
   this.kwidth = width;
   this.kheight = height;

   try {
     QTSession.open();
   }
   catch (Exception ex) {
     System.out.println("cant open quicktime");
   }

   try {
     qdr = new DataRef(new QTFile(file));
     mov = Movie.fromDataRef(qdr, StdQTConstants.newMovieActive);
     mov.getTimeBase().setFlags(StdQTConstants.loopTimeBase); // QTJava new version.
     // MovieController mc = new MovieController(mov); // Use for old QTJava
     // mc.setLooping(true); // Use for old QTJava
     mp = new MoviePlayer(mov);
     mp.setRate(1f);
     mov_loaded = true;
   }
   catch (Exception ex) {
     System.out.println("cant play quicktime: " + ex.toString());
   }
 }

 public BufferedImage getQT2BufferedImage() {
   try {
     if (mov_loaded) {
       QDRect r = new QDRect(kwidth, kheight);
       Dimension imageSize = new Dimension(r.getWidth(), r.getHeight());
       QTImageProducer qtProducer = new QTImageProducer(mp, imageSize);
       Image javaImage = Toolkit.getDefaultToolkit().createImage(qtProducer);
       BufferedImage bi = new BufferedImage(r.getWidth(), r.getHeight(), BufferedImage.TYPE_3BYTE_BGR);
       Graphics bg = bi.getGraphics();
       bg.drawImage(javaImage, 0, kheight, kwidth, -kheight, null);
       bg.dispose();
       return (bi);
     } else {
       System.out.println("cant find texture: " + qdr.toString());
     }
     return (null);
   }
   catch (Exception ex) {
     System.out.println("cant get texture: " + ex.toString());
     return (null);
   }
 }
}
Offline aNt

Senior Member




AFK


« Reply #32 - Posted 2003-07-22 18:31:19 »

and thats it.. a fully working QTTexture loader for JOGL Smiley works cool on MacOSX and WindowsXP here...

hope it helps Smiley - oh and the Texture.java etc is from the java alreay here. i didnt have to change that at all Smiley top result
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Offline tortoise

Junior Member




<3 Shmups


« Reply #33 - Posted 2003-07-22 18:58:13 »

Very nice. Thank you. No Linux QT is disappointing but I'll still take it.
Offline kevglass

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« Reply #34 - Posted 2003-07-22 19:18:17 »

Got it all working, wahay!

Even got it handling ALPHA channels in PNG images.

Wahey!

Kev

Offline gregorypierce

Senior Member




I come upon thee like the blue screen of death....


« Reply #35 - Posted 2003-07-23 03:18:48 »

Hey Ken you know the deal, post up your changes for dealing with your Alpha types. I have it working but not with all .png files and I'm trying to solve that problem before I post up the latest version. I'm also adding the QuickTime code to the core code and finishing up for the multitexture demo - also gives a demo on fonts 'for free'.

http://www.gregorypierce.com

She builds, she builds oh man
When she links, she links I go crazy
Cause she looks like good code but she's really a hack
I think I'll run upstairs and grab a snack!
Offline kevglass

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Medals: 158
Projects: 23
Exp: 18 years


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« Reply #36 - Posted 2003-07-23 04:09:54 »

That'd be Kev...

I'll post source as soon as I can get my hands on it (I'm at work now, source is at home).

However, essentially the problem to me seems to be driving srcPixelFormat from the user's request. The srcPixelFormat should be based on the image.

All I did was add a bufferedImage.getColorModel().hasAlpha() check and change the src pixel format to GL.GL_RGBA. Of course, you had to pass in a destPixelFormat of GL.GL_RGBA, otherwise the alpha gets stripped straight out.

I had this idea on the way in this morning, for coping with all images types. How about creating a buffered image of type INT_ARGB or INT_RGB depending on what you want to use. Then load the texture image and draw it into your precreated image using getGraphics().drawImage(). Then process the buffer into a texture. All oddities of image format should be handled then since the original draw will convert the image to the right type. Would this work?

Kev

Archimedes
Guest
« Reply #37 - Posted 2003-07-23 06:19:35 »

That's nice. Didn't find the GL_BGR source pixel format in my OpenGL 1.1 Redbook but it's handy for a newly created BufferedImage.

So now I can feed an own BufferedImage of TYPE_3BYTE-BGR to Jogl.
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img = new BufferedImage(width, height, BufferedImage.TYPE_3BYTE_BGR);
img.createGraphics().drawYourStuffHere(...)
int srcPixelformat = GL.GL_BGR;
int dstPixelformat = GL.GL_RGB;
byte[] array = ((DataBufferByte) img.getRaster().getDataBuffer()).getData();
gl.gluBuild2DMipmaps(o.GL_TEXTURE_2D,
                     dstPixelformat,
                     img.getWidth(), img.getHeight(),
                     srcPixelformat,
                     o.GL_UNSIGNED_BYTE,
                     array);

Works great.

However I still fail with a BufferedImage of TYPE_4BYTE-ABGR which I create manually.
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img = new BufferedImage(width, height, BufferedImage.TYPE_4BYTE_ABGR);
img.createGraphics().drawYourStuffHere(...)
int srcPixelformat = GL.GL_ABGR_EXT;
int dstPixelformat = GL.GL_RGBA;

There's no GL_ABGR_EXT in my OpenGL driver (newest Detonator driver), and the result of the above code gives me a white texture. :-(

If I do
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gl.isExtensionAvailable("GL_ABGR_EXT")
this returns false.

So, how can I feed this weird BufferedImage.TYPE_4BYTE_ABGR to OpenGL please?

Ok, there's a brute force approach by swaping the pixel's samples in the BufferedImage's raster so that they fit to OpenGL's GL_RBGA or GL_BGRA source pixel format. While this works I'm sure there must be an easier way.
Offline kevglass

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« Reply #38 - Posted 2003-07-23 06:22:18 »

If you use PNG, you get a CUSTOM image returned. This is formatted RGBA in bytes, which fits GL nicely Wink

Kev

Offline kevglass

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« Reply #39 - Posted 2003-07-23 06:28:46 »

TYPE_4BYTE_ABGR reads from the lowest byte up...

So when packed into a byte, it would be RGBA. Which order does OpenGL specify its components in, e.g.

Isn't GL.GL_RGBA equivilent to TYPE_4BYTE_ABGR?

Kev

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Archimedes
Guest
« Reply #40 - Posted 2003-07-23 10:17:52 »

Quote
If you use PNG, you get a CUSTOM image returned. This is formatted RGBA in bytes, which fits GL nicely ;)

Yes, I know, this is very nice.
However I need to construct an own 24 bpp RGB and 32 bpp RGBA BufferedImage on the fly and then try to feed it to OpenGL. The BufferedImage constructor unfortunately just knows TYPE_3BYTE_BGR and TYPE_4BYTE_ABGR.
The first one isn't a problem anymore because I learned here, that I can use OpenGL's GL_BGR type as source pixel format and it works well.
Just the second type (ABGR) doesn't fit, because the GL_ABGR_EXT extenion isn't available on my OpenGL driver (newest Detonator; says that it would do OpenGL v1.4.x).
Archimedes
Guest
« Reply #41 - Posted 2003-07-23 10:21:31 »

Quote
TYPE_4BYTE_ABGR reads from the lowest byte up...

So when packed into a byte, it would be RGBA. Which order does OpenGL specify its components in, e.g.

Isn't GL.GL_RGBA equivilent to TYPE_4BYTE_ABGR?

No, its the other way round. GL_RGBA needed a BufferedImage TYPE_4BYTE_RGBA which doesn't exist. :-(

You can emulate this by constructing a BufferedImage with TYPE_4BYTE_ABGR and then swap the colour bands (via getRaster etc.). This you can feed to OpenGL via source pixel format GL_RGBA and it works.
But... it's a kind of overkill I think and not too handy.
Offline kevglass

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« Reply #42 - Posted 2003-07-23 10:39:39 »

How about something like:

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ColorModel colorModel = new DirectColorModel
                                                (ColorSpace.TYPE_RGB,
                                                 32,
                                                 0xFF000000, // Red Mask
                                                0x00FF0000, // Green Mask
                                                0x0000FF00, // Blue Mask
                                                0x000000FF, // Alpha
                                                false,
                                                 DataBuffer.TYPE_BYTE
                                                );

BufferdImage textureImage =  BufferedImage(colorModel,
                                                                       new WritableRaster(...),
                                                                       false,
                                                                       new HashTable());


Then create the texture from the texture image using GL.GL_RGBA ?

Kev

Archimedes
Guest
« Reply #43 - Posted 2003-07-23 16:35:56 »

Quote
How about something like:
(... Own ColourModel for RGBA BufferedImage ...)
Kev

Sounds pretty well! I'll have a look at. Thanks for the hint.
:-)
Offline kevglass

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« Reply #44 - Posted 2003-07-24 04:05:05 »

If it works, I think its possible to write a generic texture loader that works for any BufferedImage. So, we'd get support for anything that ImageIO supports Smiley

Kev

Offline kevglass

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Medals: 158
Projects: 23
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« Reply #45 - Posted 2003-07-24 15:20:30 »

I've implemented the color model stuff. My versions of Texture and TextureLoader are at:

http://www.cokeandcode.com/jogl

I've modified texture a bit to remove most of the stuff (since I don't need it) and add stuff to handle the difference between texture size and image size.

I've added a bit of stuff to texture loader to handle wierd size images.

It should handle all image type, so far I've had a reason to try it with PNG and GIF, both with alpha.. still works.

Kev

Offline zaknixon

Senior Newbie




&lt;/bored&gt;


« Reply #46 - Posted 2003-07-25 11:50:50 »

Kev,

I have tried to use your code, without any success.

Here is my code segment:

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loader = new TextureLoader(gl,glu);
            try{
            //loader.getTexture("earth","hi_res_earth.png");      
           loader.getTexture("earth","hi_res_earth.png",GL.GL_TEXTURE_2D,GL.GL_RGB,GL.GL_NEAREST,GL.GL_NEAREST,false,false);                  
            }
            catch(Exception e){
                  e.printStackTrace();
            }



I get a NullPointerException at the following line in
TextureLoader.java:

gl.glGenTextures(1, tmp);  <-----line 67


Here is my stack trace:
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java.lang.NullPointerException
      at TextureLoader.createTextureID(TextureLoader.java:67)
      at TextureLoader.getTexture(TextureLoader.java:103)
      at Runner.init(Test.java:202)
      at Runner.display(Test.java:113)
      at net.java.games.jogl.impl.GLDrawableHelper.display(GLDrawableHelper.java:74)
      at net.java.games.jogl.GLCanvas$DisplayAction.run(GLCanvas.java:208)
      at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:192)
      at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:196)
      at net.java.games.jogl.GLCanvas.display(GLCanvas.java:91)
      at net.java.games.jogl.GLCanvas.paint(GLCanvas.java:102)
      at sun.awt.RepaintArea.paint(Unknown Source)
      at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
      at java.awt.Component.dispatchEventImpl(Unknown Source)
      at java.awt.Component.dispatchEvent(Unknown Source)
      at java.awt.EventQueue.dispatchEvent(Unknown Source)
      at java.awt.EventDispatchThread.pumpOneEventForHierarchy(Unknown Source)
      at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
      at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
      at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
      at java.awt.EventDispatchThread.run(Unknown Source)


Can you give us a sample on how to load a texture up?

Thanks
Zak

----------------------------------
Zak Nixon
Software Engineer
Davidson Technologies
-----------------------------------
Offline kevglass

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Medals: 158
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Coder, Trainee Pixel Artist, Game Reviewer


« Reply #47 - Posted 2003-07-25 12:25:40 »

Zak,

Looks like you got the source for loading just right. I think the problem is that I left the texture loader code using "GameFrame" and you've had to move it over to passing gl into the constructor.

The only thing that can be null on the line you pointed out is "gl", and that probably means its not being initialised in the constructor..

Kev

EDIT: looking back at the code, check that when you made the small change in the consturctor, you added "this" before the assignments, e.g.:

this.gl = gl;

Common mistake, causes the null pointer since the member variable isn't initialised.

Archimedes
Guest
« Reply #48 - Posted 2003-07-25 13:27:39 »

Quote
I've implemented the color model stuff. My versions of Texture and TextureLoader are at:

http://www.cokeandcode.com/jogl

Kev, many thanks for that. Your construction of the BufferedImage via the "hard way" (own Color-model and Raster etc) is very useful. :-)  The Java2d API is very powerful (but complex to get into for a ... Java newbie like me).
Finally we got a real TYPE_3BYTE_RGB and TYPE_4BYTE_RGBA BufferedImage, which is what we need to feed it to Jogl.
Wonderful. It all works perfectly now.
(This also applies to me task of mixing a 24bpp-RGB-Png with a 8bpp-Alpha-Png on the fly and feed this as RGBA to Jogl.)
Offline zaknixon

Senior Newbie




&lt;/bored&gt;


« Reply #49 - Posted 2003-07-25 14:58:47 »

Kev,

Unfourtuately, your solution worked for me, but now whenever I try to load a texture, my system hangs and forces me to pull the plug, or wait 60-90 minutes till I can gain control over the processes.

There are no errors/exceptions thrown that I have seen, but this could be a serious flaw somewhere(either in your code or the jogl codebase).


~Zak()

----------------------------------
Zak Nixon
Software Engineer
Davidson Technologies
-----------------------------------
Offline kevglass

JGO Kernel


Medals: 158
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #50 - Posted 2003-07-25 15:32:51 »

Flippin eck, seems to work fine for me... what platform, graphics card, driver etc have you got...

Apologises for wasting your time,

Kev

Offline zaknixon

Senior Newbie




&lt;/bored&gt;


« Reply #51 - Posted 2003-07-25 15:55:23 »

Kev,

Good news, I think it was a graphics card problem (the driver).

I am using a Nvidia Quadro4 900 XGL model, on Windows XP.

For some reason, the newest drivers from Nvidia mess up JOGL, causing it to BOMB( Shocked ), and its NOT your code. (Grin)Once I downloaded some older drivers, it seems to work.

Now it just figuring out how to map lat/lon points on a rectangular texture map. (:-/)

Thanks

- Zak

----------------------------------
Zak Nixon
Software Engineer
Davidson Technologies
-----------------------------------
Offline kevglass

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Medals: 158
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« Reply #52 - Posted 2003-07-25 16:01:21 »

Fantastic news Smiley

Thanks for feeding that back.

You might find this useful for the lat/long stuff:

http://pub40.ezboard.com/fasknormasknormforum.showMessage?topicID=142.topic

Kev

Offline aNt

Senior Member




AFK


« Reply #53 - Posted 2003-07-28 11:24:07 »

any news on your new loader gp ?
Offline gregorypierce

Senior Member




I come upon thee like the blue screen of death....


« Reply #54 - Posted 2003-07-28 20:57:57 »

I've put everything on hold to take care of JInput because its been withering on the vine too long. That's the bad news, the good news is that I'm making excellent progress and should be done with it JInput soon.

http://www.gregorypierce.com

She builds, she builds oh man
When she links, she links I go crazy
Cause she looks like good code but she's really a hack
I think I'll run upstairs and grab a snack!
Offline kevglass

JGO Kernel


Medals: 158
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #55 - Posted 2003-08-02 15:26:00 »

For completeness, Troggan has provided update versions of my loaders that fix the texture size bug (e.g. it now copes with wierd shape images) and also removed depedancy on my GameFrame code Smiley

He's posted them here:

Quote

Offline epotash

Senior Newbie




Java games rock!


« Reply #56 - Posted 2003-08-02 17:30:02 »

so which version of the code is the most complete? the original post with a TextureFactory, or this new ode that is just Texture, and TextureLoader.... im on RedHat so i cant use that Quicktime implementation  Sad and what is a the GameFrame class that is referenced in TextureLoader?

Great job with all of this code, it wll surely help a lot of developers...
Btw, i think next needs to come a clean implementation for loading 3d model formats,  i.e. ms3d, md2, md3, 3ds max, etc.
Offline kevglass

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Medals: 158
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« Reply #57 - Posted 2003-08-02 18:13:11 »

AFAIK, the latest and most complete texture coding is the one above a couple, the Texture and TextureLoader. It handles pretty much any format (tested so far Wink).

As to generic loaders, its not really possible without a generic scene tree/rendering framework.

Kev

Offline epotash

Senior Newbie




Java games rock!


« Reply #58 - Posted 2003-08-02 22:27:30 »

hey, im experiencing some really wierd things using this code... at first things were working smoothly, and then i randomly began getting a native error when i try to run the application... im using RH 8 on an IBM Thinkpad with a 2mb NeoMagic video card.  now, it seems that the application will run after a fresh reboot, but subsequent attempts to run it will randomly choose whether or not to product errors... its very very frustrating... the coe im using to run it is a port of the nehe tutorial number 7, its just a rotating textured cube with basic lighting...

i dont know what to make of the error.  maybe its just the fact that this machine is such garbage, and it will work on my radeon 9500pro machine... im trying not to worry about it, but im afraid that there may be a deeper problem.

anyway, here is ther error:
Quote

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : 11 occurred at PC=0x4CD8ABF7
Function=XVisualIDFromVisual+0x7
Library=/usr/X11R6/lib/libX11.so.6

Current Java thread:
     at net.java.games.jogl.impl.JAWT_DrawingSurface.GetDrawingSurfaceInfo0(Native Method)
     at net.java.games.jogl.impl.JAWT_DrawingSurface.GetDrawingSurfaceInfo(JAWT_DrawingSurface.java:42)
     at net.java.games.jogl.impl.x11.X11OnscreenGLContext.lockSurface(X11OnscreenGLContext.java:167)
     at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:108)
     - locked <0x44480498> (a net.java.games.jogl.impl.x11.X11OnscreenGLContext)
     at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
     - locked <0x44480498> (a net.java.games.jogl.impl.x11.X11OnscreenGLContext)
     at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:196)
     at net.java.games.jogl.GLCanvas.display(GLCanvas.java:91)
     at net.java.games.jogl.Animator$1.run(Animator.java:104)
     at java.lang.Thread.run(Thread.java:536)

Dynamic libraries:
08048000-0804e000 r-xp 00000000 03:02 389723     /usr/java/j2sdk1.4.1_01/bin/java
0804e000-0804f000 rw-p 00005000 03:02 389723     /usr/java/j2sdk1.4.1_01/bin/java
40000000-40013000 r-xp 00000000 03:02 681414     /lib/ld-2.3.2.so
40013000-40014000 rw-p 00013000 03:02 681414     /lib/ld-2.3.2.so
40014000-4001d000 r-xp 00000000 03:02 568513     /usr/java/j2sdk1.4.1_01/jre/lib/i386/native_threads/libhpi.so
4001d000-4001e000 rw-p 00008000 03:02 568513     /usr/java/j2sdk1.4.1_01/jre/lib/i386/native_threads/libhpi.so
4001f000-40020000 r-xp 00000000 03:02 471497     /usr/X11R6/lib/X11/locale/common/xlcUTF8Load.so.2
40020000-40021000 rw-p 00000000 03:02 471497     /usr/X11R6/lib/X11/locale/common/xlcUTF8Load.so.2
40021000-4002e000 r-xp 00000000 03:02 697647     /lib/i686/libpthread-0.10.so
4002e000-40031000 rw-p 0000d000 03:02 697647     /lib/i686/libpthread-0.10.so
40072000-40074000 r-xp 00000000 03:02 681432     /lib/libdl-2.3.2.so
40074000-40075000 rw-p 00002000 03:02 681432     /lib/libdl-2.3.2.so
40075000-4038d000 r-xp 00000000 03:02 259742     /usr/java/j2sdk1.4.1_01/jre/lib/i386/client/libjvm.so
4038d000-40541000 rw-p 00317000 03:02 259742     /usr/java/j2sdk1.4.1_01/jre/lib/i386/client/libjvm.so
40551000-40564000 r-xp 00000000 03:02 681436     /lib/libnsl-2.3.2.so
40564000-40565000 rw-p 00012000 03:02 681436     /lib/libnsl-2.3.2.so
40567000-40588000 r-xp 00000000 03:02 697638     /lib/i686/libm-2.3.2.so
40588000-40589000 rw-p 00021000 03:02 697638     /lib/i686/libm-2.3.2.so
40589000-40599000 r-xp 00000000 03:02 163039     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libverify.so
40599000-4059b000 rw-p 0000f000 03:02 163039     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libverify.so
4059b000-405bc000 r-xp 00000000 03:02 163027     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libjava.so
405bc000-405be000 rw-p 00020000 03:02 163027     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libjava.so
405be000-405d3000 r-xp 00000000 03:02 163040     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libzip.so
405d3000-405d5000 rw-p 00014000 03:02 163040     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libzip.so
405d5000-41ca3000 r--s 00000000 03:02 1363714    /usr/java/j2sdk1.4.1_01/jre/lib/rt.jar
41ce6000-41cfd000 r--s 00000000 03:02 1363715    /usr/java/j2sdk1.4.1_01/jre/lib/sunrsasign.jar
41cfd000-41d6e000 r--s 00000000 03:02 1363708    /usr/java/j2sdk1.4.1_01/jre/lib/jsse.jar
41d6e000-41d81000 r--s 00000000 03:02 1363707    /usr/java/j2sdk1.4.1_01/jre/lib/jce.jar
41fab000-41fae000 r--s 00000000 03:02 633520     /usr/java/j2sdk1.4.1_01/jre/lib/ext/dnsns.jar
41fae000-41fb5000 r-xp 00000000 03:02 1087351    /usr/X11R6/lib/libXp.so.6.2
41fb5000-41fb6000 rw-p 00006000 03:02 1087351    /usr/X11R6/lib/libXp.so.6.2
41fb6000-41fb7000 r-xp 00000000 03:02 163029     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libjawt.so
41fb7000-41fb8000 rw-p 00000000 03:02 163029     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libjawt.so
41fb8000-41fc3000 r-xp 00000000 03:02 681452     /lib/libnss_files-2.3.2.so
41fc3000-41fc4000 rw-p 0000a000 03:02 681452     /lib/libnss_files-2.3.2.so
41fc4000-41fd2000 r--s 00000000 03:02 633521     /usr/java/j2sdk1.4.1_01/jre/lib/ext/ldapsec.jar
41fd2000-41fef000 r--s 00000000 03:02 633523     /usr/java/j2sdk1.4.1_01/jre/lib/ext/sunjce_provider.jar
41fef000-41ff5000 r--s 00000000 03:02 681658     /usr/lib/gconv/gconv-modules.cache
41ff5000-41ffc000 r-xp 00000000 03:02 681676     /lib/libgcc_s-3.2-20020903.so.1
41ffc000-41ffd000 rw-p 00007000 03:02 681676     /lib/libgcc_s-3.2-20020903.so.1
42000000-42134000 r-xp 00000000 03:02 697636     /lib/i686/libc-2.3.2.so
42134000-42139000 rw-p 00134000 03:02 697636     /lib/i686/libc-2.3.2.so
4213b000-423f7000 r--s 00000000 03:02 1363695    /usr/java/j2sdk1.4.1_01/jre/lib/charsets.jar
443f7000-443fb000 r-xp 00000000 03:02 1087361    /usr/X11R6/lib/libXtst.so.6.1
443fb000-443fc000 rw-p 00004000 03:02 1087361    /usr/X11R6/lib/libXtst.so.6.1
4c481000-4c681000 r--p 00000000 03:02 471496     /usr/lib/locale/locale-archive
4c885000-4c924000 r--s 00000000 03:02 633522     /usr/java/j2sdk1.4.1_01/jre/lib/ext/localedata.jar
4c924000-4c937000 r--s 00000000 03:02 666100     /var/tomcat4/common/lib/servlet.jar
4c937000-4c9b2000 r--s 00000000 03:02 422142     /usr/java/j2sdk1.4.1_01/lib/jogl.jar
4c9b2000-4cc79000 r-xp 00000000 03:02 163019     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libawt.so
4cc79000-4cc8e000 rw-p 002c6000 03:02 163019     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libawt.so
4ccb3000-4cd06000 r-xp 00000000 03:02 163035     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libmlib_image.so
4cd06000-4cd07000 rw-p 00052000 03:02 163035     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libmlib_image.so
4cd07000-4cd55000 r-xp 00000000 03:02 1087359    /usr/X11R6/lib/libXt.so.6.0
4cd55000-4cd59000 rw-p 0004d000 03:02 1087359    /usr/X11R6/lib/libXt.so.6.0
4cd59000-4cd66000 r-xp 00000000 03:02 1087339    /usr/X11R6/lib/libXext.so.6.4
4cd66000-4cd67000 rw-p 0000c000 03:02 1087339    /usr/X11R6/lib/libXext.so.6.4
4cd67000-4ce42000 r-xp 00000000 03:02 1087331    /usr/X11R6/lib/libX11.so.6.2
4ce42000-4ce45000 rw-p 000da000 03:02 1087331    /usr/X11R6/lib/libX11.so.6.2
4ce45000-4ce4d000 r-xp 00000000 03:02 1087329    /usr/X11R6/lib/libSM.so.6.0
4ce4d000-4ce4e000 rw-p 00007000 03:02 1087329    /usr/X11R6/lib/libSM.so.6.0
4ce4e000-4ce62000 r-xp 00000000 03:02 1087325    /usr/X11R6/lib/libICE.so.6.3
4ce62000-4ce63000 rw-p 00013000 03:02 1087325    /usr/X11R6/lib/libICE.so.6.3
4ce65000-4cf2b000 r-xp 00000000 03:02 163023     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libfontmanager.so
4cf2b000-4cf46000 rw-p 000c5000 03:02 163023     /usr/java/j2sdk1.4.1_01/jre/lib/i386/libfontmanager.so
4cf46000-4cf7a000 r-xp 00000000 03:02 357806     /usr/lib/libstdc++-2-libc6.1-1-2.9.0.so
4cf7a000-4cf86000 rw-p 00033000 03:02 357806     /usr/lib/libstdc++-2-libc6.1-1-2.9.0.so
4d009000-4d025000 r-xp 00000000 03:02 471494     /usr/X11R6/lib/X11/locale/common/ximcp.so.2
4d025000-4d027000 rw-p 0001b000 03:02 471494     /usr/X11R6/lib/X11/locale/common/ximcp.so.2
4d0a8000-4d16b000 r-xp 00000000 03:02 1331372    /usr/java/j2sdk1.4.1_01/jre/lib/i386/libjogl.so
4d16b000-4d16d000 rw-p 000c2000 03:02 1331372    /usr/java/j2sdk1.4.1_01/jre/lib/i386/libjogl.so
4d17a000-4d1e6000 r-xp 00000000 03:02 1087330    /usr/X11R6/lib/libGL.so.1.2
4d1e6000-4d1ea000 rw-p 0006b000 03:02 1087330    /usr/X11R6/lib/libGL.so.1.2
4d1ed000-4d260000 r-xp 00000000 03:02 1087340    /usr/X11R6/lib/libGLU.so.1.3
4d260000-4d269000 rw-p 00072000 03:02 1087340    /usr/X11R6/lib/libGLU.so.1.3
4d269000-4d301000 r-xp 00000000 03:02 357181     /usr/lib/libstdc++.so.5.0.1
4d301000-4d316000 rw-p 00098000 03:02 357181     /usr/lib/libstdc++.so.5.0.1

Local Time = Sat Aug  2 20:16:38 2003
Elapsed Time = 4
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.4.1_01-b01 mixed mode)
#


EDIT:

I have other applications, and they are still running fine.  maybe someone can post an application to demo this code, and i will be able to try that out.  thanks for any responses.
Offline troggan

Junior Member




no guts no glory


« Reply #59 - Posted 2003-08-03 00:57:31 »

If you want an example, you can get it there :
http://www.informatik.uni-oldenburg.de/~troggan/bodo/JOGLTest.zip

If you try that code above, please look at the FPS (printed out to the shell/dosbox)  and report  it there:
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1059843069

I have speed problems using that Code. Maybe you see what I am doing wrong...but hey, it doesn't crash  Wink

Edit: Typo

(http://www.wannawork.de) - Will work for food
(http://tvbrowser.org) - Java EPG
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