Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (475)
Games in Android Showcase (106)
games submitted by our members
Games in WIP (530)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Nehe06 tutorial to LWJGL pre0.7 problems  (Read 2549 times)
0 Members and 1 Guest are viewing this topic.
mbw
Guest
« Posted 2003-08-07 18:46:27 »

Hi there !

I've got some problems converting the Nehe6 (Texturing tutorial) to LWJGL 0.7 and got this error message:
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION (0xc0000005) occurred at PC=0x0
Function=[Unknown.]

It seems to occur during

GL.glGenTextures(1,buf);

where buf is an IntBuffer with the TextureData.

Theres no more Sys.getDirectBufferAddress(buf), and glGenTextures() expects an IntBuffer as second argument,

what am i doing wrong ?

mbw

PS: Im new to openGL and LWJGL, and tried for hours, read all the posts etc. but nothing seems to work...
(at least nothing that i would do ;oP)

Offline Mac_Systems

Junior Member




I love my Java


« Reply #1 - Posted 2003-08-07 20:11:48 »

I Also had problems with that Buffer things...  Wink

Try somthing like this :

1  
2  
3  
float[] specular = new float[]  {1.0f , 1.0f , 1.0f , .0f} ;
FloatBuffer glfMaterialColorBuffer = ByteBuffer.allocateDirect ( 16 ). order (ByteOrder.nativeOrder) ).asFloatBuffer () ;
      glfMaterialColorBuffer.put ( glfMaterialColor ).flip () ;



The Important is the flip of the Buffer! Also you have to say allocateDirect as shown above.

- Jens





The Network is the Music
http://www.mac-systems.de
mbw
Guest
« Reply #2 - Posted 2003-08-07 21:24:45 »

Hmm, still got the Error...  
:o|

Here's the
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
private final static int loadTexture(String path)
      {
            Image image = (new javax.swing.ImageIcon(path)).getImage();
           
              // Exctract The Image
           BufferedImage tex = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_3BYTE_BGR);
            Graphics2D g = (Graphics2D)tex.getGraphics();
            g.drawImage(image, null, null);
            g.dispose();

              // Flip Image
           AffineTransform tx = AffineTransform.getScaleInstance(1, -1);
            tx.translate(0, -image.getHeight(null));
            AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
            tex = op.filter(tex, null);

              // Put Image In Memory
           ByteBuffer scratch = ByteBuffer.allocateDirect(4 * tex.getWidth() * tex.getHeight());
            //int scratchAddress = Sys.getDirectBufferAddress(scratch);

            byte data[] = (byte[])tex.getRaster().getDataElements(0, 0, tex.getWidth(), tex.getHeight(), null);
            scratch.clear();
            scratch.put(data);
            scratch.flip();

              // Create A IntBuffer For Image Address In Memory            
           IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
            //int bufPtr = Sys.getDirectBufferAddress(buf);            // Get Image Address
           buf.flip();
            GL.glGenTextures(1, buf);                                                // Create Texture In OpenGL      <<<< ERROR LINE      
           GL.glBindTexture(GL.GL_TEXTURE_2D, buf.get(0));                        // Typical Texture Generation Using Data From The Image

              // Linear Filtering
           GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
              // Linear Filtering
           GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);

              // Generate The Texture
           GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, tex.getWidth(), tex.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, scratch);

            return buf.get(0);                                                            // Return Image Address In Memory
     }


It's mostly from the tutorial at http://chman-area.tuxfamily.org/

And and the error log:

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION (0xc0000005) occurred at PC=0x0
Function=[Unknown.]
Library=(N/A)

NOTE: We are unable to locate the function name symbol for the error
     just occurred. Please refer to release documentation for possible
     reason and solutions.


Current Java thread:
     at org.lwjgl.opengl.CoreGL.glGenTextures(Native Method)
     at firststeps.MainWindow2.loadTexture(MainWindow2.java:85)
     at firststeps.MainWindow2.execute(MainWindow2.java:45)
     at firststeps.MainWindow2.main(MainWindow2.java:343)

Dynamic libraries:
0x00400000 - 0x00407000       C:\jsdk\bin\javaw.exe
0x77880000 - 0x77901000       C:\WINNT\System32\ntdll.dll
0x77DA0000 - 0x77DFB000       C:\WINNT\system32\ADVAPI32.dll
0x77E70000 - 0x77F32000       C:\WINNT\system32\KERNEL32.DLL
0x77D30000 - 0x77DA0000       C:\WINNT\system32\RPCRT4.DLL
0x77E00000 - 0x77E64000       C:\WINNT\system32\USER32.dll
0x77F40000 - 0x77F7C000       C:\WINNT\system32\GDI32.DLL
0x78000000 - 0x78046000       C:\WINNT\system32\MSVCRT.dll
0x08000000 - 0x08136000       C:\jsdk\jre\bin\client\jvm.dll
0x77540000 - 0x77571000       C:\WINNT\System32\WINMM.dll
0x10000000 - 0x10007000       C:\jsdk\jre\bin\hpi.dll
0x007E0000 - 0x007EE000       C:\jsdk\jre\bin\verify.dll
0x007F0000 - 0x00808000       C:\jsdk\jre\bin\java.dll
0x00810000 - 0x0081D000       C:\jsdk\jre\bin\zip.dll
0x18270000 - 0x1837A000       C:\jsdk\jre\bin\awt.dll
0x777F0000 - 0x7780D000       C:\WINNT\System32\WINSPOOL.DRV
0x75DF0000 - 0x75E0A000       C:\WINNT\System32\IMM32.dll
0x77A40000 - 0x77B36000       C:\WINNT\system32\ole32.dll
0x18580000 - 0x185D0000       C:\jsdk\jre\bin\fontmanager.dll
0x51000000 - 0x5104D000       C:\WINNT\System32\ddraw.dll
0x72810000 - 0x72816000       C:\WINNT\System32\DCIMAN32.dll
0x5C000000 - 0x5C0C8000       C:\WINNT\System32\D3DIM700.DLL
0x1C600000 - 0x1C607000       C:\Programme\Logitech\MouseWare\System\LgWndHk.dll
0x6E330000 - 0x6E336000       C:\WINNT\System32\INDICDLL.dll
0x1C660000 - 0x1C67E000       C:\jsdk\jre\bin\jpeg.dll
0x1C6C0000 - 0x1C70C000       C:\jsdk\jre\lib\ext\lwjgl.dll
0x5F580000 - 0x5F620000       C:\WINNT\System32\DINPUT.dll
0x693A0000 - 0x69467000       C:\WINNT\System32\OPENGL32.dll
0x6F9F0000 - 0x6FA10000       C:\WINNT\System32\GLU32.dll
0x77910000 - 0x77933000       C:\WINNT\system32\imagehlp.dll
0x72970000 - 0x7299D000       C:\WINNT\system32\DBGHELP.dll
0x68F30000 - 0x68F3B000       C:\WINNT\System32\PSAPI.DLL

Heap at VM Abort:
Heap
def new generation   total 576K, used 453K [0x10010000, 0x100b0000, 0x104f0000)
 eden space 512K,  75% used [0x10010000, 0x10071450, 0x10090000)
 from space 64K,  99% used [0x100a0000, 0x100afff8, 0x100b0000)
 to   space 64K,   0% used [0x10090000, 0x10090000, 0x100a0000)
tenured generation   total 1408K, used 1083K [0x104f0000, 0x10650000, 0x14010000)
  the space 1408K,  76% used [0x104f0000, 0x105fec38, 0x105fee00, 0x10650000)
compacting perm gen  total 4096K, used 2861K [0x14010000, 0x14410000, 0x18010000)
  the space 4096K,  69% used [0x14010000, 0x142db728, 0x142db800, 0x14410000)

Local Time = Thu Aug 07 23:18:41 2003
Elapsed Time = 1
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.4.2-b28 mixed mode)
#
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
mbw
Guest
« Reply #3 - Posted 2003-08-08 14:00:03 »

Is no one using 0.7 out there ?  Tongue
(I still hope im not complaining about a too obvious problem to get an answer... but i really tried for hours read many tutorials, etc.. )

An answer from the lwjgl developers would be very kind !  Smiley

Thanks !

mbw
Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #4 - Posted 2003-08-08 15:31:55 »

Quote
Is no one using 0.7 out there ?

no one is - since it hasn't been released yet!

You are talking about pre-0.7. I have NeHe06 lying here, which works fine, though my version is for pre2-0.7 or 0.7 final or whatever we will call it Smiley

I was going to post it, but some issues just came up... hang on...

Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #5 - Posted 2003-08-08 15:40:36 »

Here we go, Nehe06 by chman - ported to lwjgl 0.7 (unreleased)

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
95  
96  
97  
98  
99  
100  
101  
102  
103  
104  
105  
106  
107  
108  
109  
110  
111  
112  
113  
114  
115  
116  
117  
118  
119  
120  
121  
122  
123  
124  
125  
126  
127  
128  
129  
130  
131  
132  
133  
134  
135  
136  
137  
138  
139  
140  
141  
142  
143  
144  
145  
146  
147  
148  
149  
150  
151  
152  
153  
154  
155  
156  
157  
158  
159  
160  
161  
162  
163  
164  
165  
166  
167  
168  
169  
170  
171  
172  
173  
174  
175  
176  
177  
178  
179  
180  
181  
182  
183  
184  
185  
186  
187  
188  
189  
190  
191  
192  
193  
194  
195  
196  
197  
198  
199  
200  
201  
202  
203  
204  
205  
206  
207  
208  
209  
210  
211  
212  
213  
214  
215  
216  
217  
218  
219  
220  
221  
222  
223  
224  
225  
226  
227  
228  
229  
230  
231  
232  
233  
234  
235  
236  
237  
238  
239  
240  
241  
242  
243  
244  
245  
246  
247  
248  
249  
250  
251  
252  
253  
254  
255  
256  
257  
258  
259  
260  
261  
262  
263  
264  
265  
266  
267  
268  
269  
270  
271  
272  
273  
274  
275  
276  
277  
278  
279  
280  
281  
282  
283  
284  
285  
286  
287  
288  
289  
290  
291  
292  
293  
294  
295  
296  
297  
298  
package Nehe06;
/**
 * Nehe06.java
 *
 * Author: Thomas Hourdel (thomas.hourdel@libertysurf.fr)
 * Date: 06/01/2003
 *
 * Port of the NeHe OpenGL Tutorial (Lesson 6: "Texture Mapping")
 * to Java using the LWJGL interface to OpenGL.
 */


/**
 * Standard includes
 */


import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;

import org.lwjgl.*;
import org.lwjgl.opengl.*;
import org.lwjgl.input.*;

/** Main class
 */


public final class Nehe06 {

  // GL context creation...
 static {
    try {
      Window.create("Basic Window", 50, 50, 640, 480, 16, 0, 0, 0); // Create The Opengl Context
   } catch (Exception e) {
      System.exit(1);
    }
  }

  /** Global variable declaration */
  private static boolean finished;
  private static float xrot; // X Rotation
 private static float yrot; // Y Rotation
 private static float zrot; // Z Rotation

  private static int texture; // Storage For One Texture

  /**
   * Constructor (unused here)  
   */

  private Nehe06() {
  }

  /**
   * Main method
   */

  public static void main(String args[]) {
    try {
      init(); // Init Opengl

      while (!finished) {
        Keyboard.poll(); // Poll The Keyboard
       mainLoop(); // Launch The Main Loop
       render(); // Render To Screen
       Window.tick();
        Window.paint(); // Swap Opengl Buffers
     }
    } catch (Throwable t) {
      t.printStackTrace();
    } finally {
      cleanup();
    }
  }

  /**
   * Init opengl
   */

  private final static void init() throws Exception {

    texture = loadTexture("data/nehe.png");

    Keyboard.create(); // Create The Keyboard

    GL.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping
   GL.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading
   GL.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background  
   GL.glClearDepth(1.0); // Depth Buffer Setup
   GL.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing
   GL.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do

    GL.glMatrixMode(GL.GL_PROJECTION); // Select The Projection Matrix
   GL.glLoadIdentity(); // Reset The Projection Matrix

    // Calculate The Aspect Ratio Of The Window
   GLU.gluPerspective(
      45.0f,
      (float) Display.getWidth() / (float) Display.getHeight(),
      0.1f,
      100.0f);
    GL.glMatrixMode(GL.GL_MODELVIEW); // Select The Modelview Matrix

    // Really Nice Perspective Calculations
   GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);

    //sync to monitor
   GLCaps.determineAvailableExtensions();
    if(GLCaps.WGL_EXT_swap_control) {
      GL.wglSwapIntervalEXT(1);
    }
  }

  /**
   * Main loop
   */

  private final static void mainLoop() {
    processKeyboard(); // Get Keyboard Events
   processWindow(); // Get Window Events
 }

  /**
   * Rendering method
   */

  private final static void render() {
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);  // Clear Screen And Depth Buffer
   GL.glLoadIdentity();                                          // Reset The Current Modelview Matrix

    GL.glTranslatef(0.0f, 0.0f, -5.0f);

    GL.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
    GL.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
    GL.glRotatef(zrot, 0.0f, 0.0f, 1.0f);

    GL.glBindTexture(GL.GL_TEXTURE_2D, texture);

    GL.glBegin(GL.GL_QUADS); {
      // Front Face
     GL.glTexCoord2f(0.0f, 0.0f);
      GL.glVertex3f(-1.0f, -1.0f, 1.0f);
      GL.glTexCoord2f(1.0f, 0.0f);
      GL.glVertex3f(1.0f, -1.0f, 1.0f);
      GL.glTexCoord2f(1.0f, 1.0f);
      GL.glVertex3f(1.0f, 1.0f, 1.0f);
      GL.glTexCoord2f(0.0f, 1.0f);
      GL.glVertex3f(-1.0f, 1.0f, 1.0f);
      // Back Face
     GL.glTexCoord2f(1.0f, 0.0f);
      GL.glVertex3f(-1.0f, -1.0f, -1.0f);
      GL.glTexCoord2f(1.0f, 1.0f);
      GL.glVertex3f(-1.0f, 1.0f, -1.0f);
      GL.glTexCoord2f(0.0f, 1.0f);
      GL.glVertex3f(1.0f, 1.0f, -1.0f);
      GL.glTexCoord2f(0.0f, 0.0f);
      GL.glVertex3f(1.0f, -1.0f, -1.0f);
      // Top Face
     GL.glTexCoord2f(0.0f, 1.0f);
      GL.glVertex3f(-1.0f, 1.0f, -1.0f);
      GL.glTexCoord2f(0.0f, 0.0f);
      GL.glVertex3f(-1.0f, 1.0f, 1.0f);
      GL.glTexCoord2f(1.0f, 0.0f);
      GL.glVertex3f(1.0f, 1.0f, 1.0f);
      GL.glTexCoord2f(1.0f, 1.0f);
      GL.glVertex3f(1.0f, 1.0f, -1.0f);
      // Bottom Face
     GL.glTexCoord2f(1.0f, 1.0f);
      GL.glVertex3f(-1.0f, -1.0f, -1.0f);
      GL.glTexCoord2f(0.0f, 1.0f);
      GL.glVertex3f(1.0f, -1.0f, -1.0f);
      GL.glTexCoord2f(0.0f, 0.0f);
      GL.glVertex3f(1.0f, -1.0f, 1.0f);
      GL.glTexCoord2f(1.0f, 0.0f);
      GL.glVertex3f(-1.0f, -1.0f, 1.0f);
      // Right face
     GL.glTexCoord2f(1.0f, 0.0f);
      GL.glVertex3f(1.0f, -1.0f, -1.0f);
      GL.glTexCoord2f(1.0f, 1.0f);
      GL.glVertex3f(1.0f, 1.0f, -1.0f);
      GL.glTexCoord2f(0.0f, 1.0f);
      GL.glVertex3f(1.0f, 1.0f, 1.0f);
      GL.glTexCoord2f(0.0f, 0.0f);
      GL.glVertex3f(1.0f, -1.0f, 1.0f);
      // Left Face
     GL.glTexCoord2f(0.0f, 0.0f);
      GL.glVertex3f(-1.0f, -1.0f, -1.0f);
      GL.glTexCoord2f(1.0f, 0.0f);
      GL.glVertex3f(-1.0f, -1.0f, 1.0f);
      GL.glTexCoord2f(1.0f, 1.0f);
      GL.glVertex3f(-1.0f, 1.0f, 1.0f);
      GL.glTexCoord2f(0.0f, 1.0f);
      GL.glVertex3f(-1.0f, 1.0f, -1.0f);
    }
    GL.glEnd();

    xrot += 0.3f;
    yrot += 0.2f;
    zrot += 0.4f;
  }

  /**
   * Process keyboard events
   */

  private final static void processKeyboard() {
    if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
      finished = true;
  }

  /**
   * Process window events
   */

  private final static void processWindow() {
    if (Window.isCloseRequested()) {
      finished = true;
    }
  }

  /**
   * Cleanup
   */

  private final static void cleanup() {
    Keyboard.destroy(); // Destroy The Keyboard
   Window.destroy(); // Destroy The Opengl Context
 }

  /**
   * Load a texture in OpenGL memory
   */


  private final static int loadTexture(String path) {
    Image image = (new javax.swing.ImageIcon(path)).getImage();

    // Exctract The Image
   BufferedImage tex =
      new BufferedImage(
        image.getWidth(null),
        image.getHeight(null),
        BufferedImage.TYPE_3BYTE_BGR);
    Graphics2D g = (Graphics2D) tex.getGraphics();
    g.drawImage(image, null, null);
    g.dispose();

    // Flip Image
   AffineTransform tx = AffineTransform.getScaleInstance(1, -1);
    tx.translate(0, -image.getHeight(null));
    AffineTransformOp op =
      new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
    tex = op.filter(tex, null);

    // Put Image In Memory
   ByteBuffer scratch =
      ByteBuffer.allocateDirect(4 * tex.getWidth() * tex.getHeight());

    byte data[] =
      (byte[]) tex.getRaster().getDataElements(
        0,
        0,
        tex.getWidth(),
        tex.getHeight(),
        null);
    scratch.clear();
    scratch.put(data);
    scratch.rewind();

    // Create A IntBuffer For Image Address In Memory  
   IntBuffer buf =
      ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL.glGenTextures(buf); // Create Texture In OpenGL  

    GL.glBindTexture(GL.GL_TEXTURE_2D, buf.get(0));
    // Typical Texture Generation Using Data From The Image

    // Linear Filtering
   GL.glTexParameteri(
      GL.GL_TEXTURE_2D,
      GL.GL_TEXTURE_MIN_FILTER,
      GL.GL_LINEAR);
    // Linear Filtering
   GL.glTexParameteri(
      GL.GL_TEXTURE_2D,
      GL.GL_TEXTURE_MAG_FILTER,
      GL.GL_LINEAR);

    // Generate The Texture
   GL.glTexImage2D(
      GL.GL_TEXTURE_2D,
      0,
      GL.GL_RGB,
      tex.getWidth(),
      tex.getHeight(),
      0,
      GL.GL_RGB,
      GL.GL_UNSIGNED_BYTE,
      scratch);

    return buf.get(0); // Return Image Address In Memory
 }
}

mbw
Guest
« Reply #6 - Posted 2003-08-09 13:56:43 »

Thanks a lot !  Grin

Is there already a planned release date ?

Greets !

mbw
Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #7 - Posted 2003-08-10 08:46:18 »

Yeah, as soon as possible  Grin

Offline Raghar

Junior Member




Ue ni taete 'ru hitomi ni kono mi wa dou utsuru


« Reply #8 - Posted 2003-08-13 23:36:42 »

Just a little repair of above code. Warning this code has been done in combination with my very first window so... SAVE all of your work first.



import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;

import org.lwjgl.*;
import org.lwjgl.opengl.*;
import org.lwjgl.input.*;

/** Main class
*/

public final class leson06l {
     
//static  org.lwjgl.Window Window;
static GL Window=new GL(" ",24,8,16,0);
 // GL context creation...
 static {
   try {
   
    Window.create(); // Create The Opengl Context
   } catch (Exception e) {
System.exit(1);
   }
 }

 /** Global variable declaration */
 private static boolean finished;
 private static float xrot; // X Rotation
 private static float yrot; // Y Rotation
 private static float zrot; // Z Rotation

 private static int texture; // Storage For One Texture

 /**  
  * Constructor (unused here)  
  */
 private leson06l() {
 }

 /**  
  * Main method
  */
 public static void main(String args[]) {
   try {
init(); // Init Opengl

while (!finished) {
  Keyboard.poll(); // Poll The Keyboard
  mainLoop(); // Launch The Main Loop
  render(); // Render To Screen
  Window.tick();
  Window.paint(); // Swap Opengl Buffers
}
   } catch (Throwable t) {
t.printStackTrace();
   } finally {
cleanup();
   }
 }

 /**  
  * Init opengl
  */
 private final static void init() throws Exception {

   texture = loadTexture("data/nehe.png");

   Keyboard.create(); // Create The Keyboard

   GL.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping
   GL.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading
   GL.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background  
   GL.glClearDepth(1.0); // Depth Buffer Setup
   GL.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing
   GL.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do

   GL.glMatrixMode(GL.GL_PROJECTION); // Select The Projection Matrix
   GL.glLoadIdentity(); // Reset The Projection Matrix

   // Calculate The Aspect Ratio Of The Window
   GLU.gluPerspective(
45.0f,
(float) Display.getWidth() / (float) Display.getHeight(),
0.1f,
100.0f);
   GL.glMatrixMode(GL.GL_MODELVIEW); // Select The Modelview Matrix

   // Really Nice Perspective Calculations
   GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);

   //sync to monitor
   //GLCaps.determineAvailableExtensions();
   //if(GLCaps.WGL_EXT_swap_control) {
//GL.wglSwapIntervalEXT(1);
 //  }
 }

 /**  
  * Main loop
  */
 private final static void mainLoop() {
   processKeyboard(); // Get Keyboard Events
   processWindow(); // Get Window Events
 }

 /**  
  * Rendering method
  */
 private final static void render() {
   GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);  // Clear Screen And Depth Buffer
   GL.glLoadIdentity();       // Reset The Current Modelview Matrix

   GL.glTranslatef(0.0f, 0.0f, -5.0f);

   GL.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
   GL.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
   GL.glRotatef(zrot, 0.0f, 0.0f, 1.0f);

   GL.glBindTexture(GL.GL_TEXTURE_2D, texture);

   GL.glBegin(GL.GL_QUADS); {
// Front Face
GL.glTexCoord2f(0.0f, 0.0f);
GL.glVertex3f(-1.0f, -1.0f, 1.0f);
GL.glTexCoord2f(1.0f, 0.0f);
GL.glVertex3f(1.0f, -1.0f, 1.0f);
GL.glTexCoord2f(1.0f, 1.0f);
GL.glVertex3f(1.0f, 1.0f, 1.0f);
GL.glTexCoord2f(0.0f, 1.0f);
GL.glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
GL.glTexCoord2f(1.0f, 0.0f);
GL.glVertex3f(-1.0f, -1.0f, -1.0f);
GL.glTexCoord2f(1.0f, 1.0f);
GL.glVertex3f(-1.0f, 1.0f, -1.0f);
GL.glTexCoord2f(0.0f, 1.0f);
GL.glVertex3f(1.0f, 1.0f, -1.0f);
GL.glTexCoord2f(0.0f, 0.0f);
GL.glVertex3f(1.0f, -1.0f, -1.0f);
// Top Face
GL.glTexCoord2f(0.0f, 1.0f);
GL.glVertex3f(-1.0f, 1.0f, -1.0f);
GL.glTexCoord2f(0.0f, 0.0f);
GL.glVertex3f(-1.0f, 1.0f, 1.0f);
GL.glTexCoord2f(1.0f, 0.0f);
GL.glVertex3f(1.0f, 1.0f, 1.0f);
GL.glTexCoord2f(1.0f, 1.0f);
GL.glVertex3f(1.0f, 1.0f, -1.0f);
// Bottom Face
GL.glTexCoord2f(1.0f, 1.0f);
GL.glVertex3f(-1.0f, -1.0f, -1.0f);
GL.glTexCoord2f(0.0f, 1.0f);
GL.glVertex3f(1.0f, -1.0f, -1.0f);
GL.glTexCoord2f(0.0f, 0.0f);
GL.glVertex3f(1.0f, -1.0f, 1.0f);
GL.glTexCoord2f(1.0f, 0.0f);
GL.glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
GL.glTexCoord2f(1.0f, 0.0f);
GL.glVertex3f(1.0f, -1.0f, -1.0f);
GL.glTexCoord2f(1.0f, 1.0f);
GL.glVertex3f(1.0f, 1.0f, -1.0f);
GL.glTexCoord2f(0.0f, 1.0f);
GL.glVertex3f(1.0f, 1.0f, 1.0f);
GL.glTexCoord2f(0.0f, 0.0f);
GL.glVertex3f(1.0f, -1.0f, 1.0f);
// Left Face
GL.glTexCoord2f(0.0f, 0.0f);
GL.glVertex3f(-1.0f, -1.0f, -1.0f);
GL.glTexCoord2f(1.0f, 0.0f);
GL.glVertex3f(-1.0f, -1.0f, 1.0f);
GL.glTexCoord2f(1.0f, 1.0f);
GL.glVertex3f(-1.0f, 1.0f, 1.0f);
GL.glTexCoord2f(0.0f, 1.0f);
GL.glVertex3f(-1.0f, 1.0f, -1.0f);
   }
   GL.glEnd();

   xrot += 0.3f;
   yrot += 0.2f;
   zrot += 0.4f;
 }

 /**  
  * Process keyboard events
  */
 private final static void processKeyboard() {
   if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
finished = true;
 }

 /**  
  * Process window events
  */
 private final static void processWindow() {
   if (Window.isCloseRequested()) {
finished = true;
   }
 }

 /**  
  * Cleanup
  */
 private final static void cleanup() {
   Keyboard.destroy(); // Destroy The Keyboard
   Window.destroy(); // Destroy The Opengl Context
 }

 /**  
  * Load a texture in OpenGL memory
  */

 private final static int loadTexture(String path) {
   Image image = (new javax.swing.ImageIcon(path)).getImage();

   // Exctract The Image
   BufferedImage tex =
new BufferedImage(
  image.getWidth(null),
  image.getHeight(null),
  BufferedImage.TYPE_3BYTE_BGR);
   Graphics2D g = (Graphics2D) tex.getGraphics();
   g.drawImage(image, null, null);
   g.dispose();

   // Flip Image
   AffineTransform tx = AffineTransform.getScaleInstance(1, -1);
   tx.translate(0, -image.getHeight(null));
   AffineTransformOp op =
new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
   tex = op.filter(tex, null);

   // Put Image In Memory
   ByteBuffer scratch =
ByteBuffer.allocateDirect(4 * tex.getWidth() * tex.getHeight());

   byte data[] =
(byte[]) tex.getRaster().getDataElements(
  0,
  0,
  tex.getWidth(),
  tex.getHeight(),
  null);
   scratch.clear();
   scratch.put(data);
   scratch.rewind();

   // Create A IntBuffer For Image Address In Memory    
   IntBuffer buf =
ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer( );
   GL.glGenTextures(16,buf); // Create Texture In OpenGL    

   GL.glBindTexture(GL.GL_TEXTURE_2D, buf.get(0));
   // Typical Texture Generation Using Data From The Image

   // Linear Filtering
   GL.glTexParameteri(
GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MIN_FILTER,
GL.GL_LINEAR);
   // Linear Filtering
   GL.glTexParameteri(
GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAG_FILTER,
GL.GL_LINEAR);

   // Generate The Texture
   GL.glTexImage2D(
GL.GL_TEXTURE_2D,
0,
GL.GL_RGB,
tex.getWidth(),
tex.getHeight(),
0,
GL.GL_RGB,
GL.GL_UNSIGNED_BYTE,
scratch);

   return buf.get(0); // Return Image Address In Memory
 }
}

Now it should compile and run
mbw
Guest
« Reply #9 - Posted 2003-08-14 07:03:35 »

YES !!! Grin

I think i understood the reasons for your changes, and can get back to learning OGL !!  Wink

THANKS !
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Raghar

Junior Member




Ue ni taete 'ru hitomi ni kono mi wa dou utsuru


« Reply #10 - Posted 2003-08-14 20:22:23 »

You are welcome. This was my second (or third)  program in OGL so it's not perfect ~-^.
Offline fxdfxd

Junior Newbie




Java games rock!


« Reply #11 - Posted 2003-09-17 21:35:00 »

hi

I still have a problem with this code ...



java.lang.UnsatisfiedLinkError: nglGenTextures
     at org.lwjgl.opengl.CoreGL11.nglGenTextures(Native Method)
     at org.lwjgl.opengl.CoreGL11.glGenTextures(Unknown Source)
     at Essai1.loadTexture(Essai1.java:253)
     at Essai1.init(Essai1.java:41)
     at Essai1.<init>(Essai1.java:27)
     at Essai1.main(Essai1.java:34)
Exception in thread "main"



the code of loadTexture is the same as Matzon

Thanks a lot, I really love lwjgl

fx
Offline fxdfxd

Junior Newbie




Java games rock!


« Reply #12 - Posted 2003-09-18 17:17:10 »

ok, no more errors ...

but my windows init correctly, but nothing happened, It just seems to be dead

i've tried all tut i can find about texturing, but none is working ...
No error messages so i can't find what happen

can i have your help please ?

thanks a lot
fx

Offline cfmdobbie

Senior Member


Medals: 1


Who, me?


« Reply #13 - Posted 2003-09-18 17:48:51 »

What does your render loop look like?

An important line to remember is the Window.paint() call to flush the graphics pipeline and swap the buffers.

Hellomynameis Charlie Dobbie.
Offline fxdfxd

Junior Newbie




Java games rock!


« Reply #14 - Posted 2003-09-18 21:47:15 »

ok

it work but only when I start in fullscreen mode, and still work when i toggle to windowed mode, but not when i start in windowed mode

thanks

fx
Offline cfmdobbie

Senior Member


Medals: 1


Who, me?


« Reply #15 - Posted 2003-09-18 23:15:39 »

So it works as expected in some situations?  Can't be a library loading problem then...

I'd guess there's something fishy going on in your render logic.  Can you post the core of your render loop please?

Hellomynameis Charlie Dobbie.
Offline fxdfxd

Junior Newbie




Java games rock!


« Reply #16 - Posted 2003-09-19 07:51:33 »

ok, this is my full code
It work only when i START in fullscreen mode ...

if i do a
1  
Window.create("Lwjgl Test",50,50,640,480,32 , 0, 16, 0);

instead of
1  
Window.create("Lwjgl Test",32 , 0, 16, 0);


it doesn't work...

thanks
fx

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
95  
96  
97  
98  
99  
100  
101  
102  
103  
104  
105  
106  
107  
108  
109  
110  
111  
112  
113  
114  
115  
116  
117  
118  
119  
120  
121  
122  
123  
124  
125  
126  
127  
128  
129  
130  
131  
132  
133  
134  
135  
136  
137  
138  
139  
140  
141  
142  
143  
144  
145  
146  
147  
148  
149  
150  
151  
152  
153  
154  
155  
156  
157  
158  
159  
160  
161  
162  
163  
164  
165  
166  
167  
168  
169  
170  
171  
172  
173  
174  
175  
176  
177  
178  
179  
180  
181  
182  
183  
184  
185  
186  
187  
188  
189  
190  
191  
192  
193  
194  
195  
196  
197  
198  
199  
200  
201  
202  
203  
204  
205  
206  
207  
208  
209  
210  
211  
212  
213  
214  
215  
216  
217  
218  
219  
220  
221  
222  
223  
224  
225  
226  
227  
228  
229  
230  
231  
232  
233  
234  
235  
236  
237  
238  
239  
240  
241  
242  
243  
244  
245  
246  
247  
248  
249  
250  
251  
import org.lwjgl.*;
import org.lwjgl.input.*;
import org.lwjgl.opengl.*;

import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import javax.*;



public class Essai1 {

  public DisplayMode mode;
  private float absc;
  private long m_fPreviousTime;
  float angle;
  float angle2;
  boolean fullscreen = true;
  float xrot;
  float yrot;
  float zrot;

  int texture;

  public Essai1()
  {
    init();
    main_loop();
    //cleanup();
 }

  public static void main(String args[])
  {
    Essai1 f = new Essai1();
  }

  public void init()
  {
    try
    {
      Window.create("Lwjgl Test",32 , 0, 16, 0);
      init_GL();
      Keyboard.create();
    }
    catch(Exception e)
    {
      e.printStackTrace();
    }
  }

  public void init_GL()
  {
    // Initialisation OpenGL
   GLCaps.determineAvailableExtensions();

    // Setup perspective mode
   GL.glMatrixMode(GL.GL_PROJECTION);
    GL.glLoadIdentity();
    GLU.gluPerspective(45.0f, (float)800 / (float)600, 1.0f, 150.0f);
    GL.glMatrixMode(GL.GL_MODELVIEW);

    // Set clear color to black
   GL.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    texture = loadTexture("crate.png");                              // Load the texture

    GL.glShadeModel(GL.GL_SMOOTH);                                          // Enable Smooth Shading
   GL.glEnable(GL.GL_TEXTURE_2D);                                          // Enable Texture Mapping

    GL.glClearDepth(1.0f);                                                      // Depth Buffer Setup
   GL.glEnable(GL.GL_DEPTH_TEST);                                          // Enables Depth Testing
   GL.glDepthFunc(GL.GL_LEQUAL);                                          // The Type Of Depth Testing To Do

    // Really Nice Perspective Calculations
   GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
  }

  public void main_loop()
  {
    while(!Keyboard.isKeyDown(Keyboard.KEY_ESCAPE) && !Window.isCloseRequested())
    {

      //absc = absc + 0.01f;
     //if (absc > 1)
     //  absc = -1 ;

      for(double i=0;i<3999999;i++)
      {
      }

      // test d'un compteur de FPS
     long delta = calculateTimeDelta();
      if (delta == 0)
        delta ++;
      System.out.println(1000.f/(float)delta);


      process_keyboard();
      render();
      Window.update();
      Window.paint();
    }
  }

  public void render()
  {
    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);      // Clear buffers
   GL.glLoadIdentity();                                                      // Load identity matrix

    GL.glTranslatef(0.0f, 0.0f,-5.0f);

    GL.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
    GL.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
    GL.glRotatef(zrot, 0.0f, 0.0f, 1.0f);

    GL.glBindTexture(GL.GL_TEXTURE_2D, texture);

    GL.glBegin(GL.GL_QUADS);
    // Front Face
   GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f,  1.0f);
    GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f( 1.0f, -1.0f,  1.0f);
    GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f( 1.0f,  1.0f,  1.0f);
    GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f,  1.0f,  1.0f);
    // Back Face
   GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f,  1.0f, -1.0f);
    GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f( 1.0f,  1.0f, -1.0f);
    GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f( 1.0f, -1.0f, -1.0f);
    // Top Face
   GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f,  1.0f, -1.0f);
    GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f,  1.0f,  1.0f);
    GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f( 1.0f,  1.0f,  1.0f);
    GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f( 1.0f,  1.0f, -1.0f);
    // Bottom Face
   GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f( 1.0f, -1.0f, -1.0f);
    GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f( 1.0f, -1.0f,  1.0f);
    GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f,  1.0f);
    // Right face
   GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f( 1.0f, -1.0f, -1.0f);
    GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f( 1.0f,  1.0f, -1.0f);
    GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f( 1.0f,  1.0f,  1.0f);
    GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f( 1.0f, -1.0f,  1.0f);
    // Left Face
   GL.glTexCoord2f(0.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL.glTexCoord2f(1.0f, 0.0f); GL.glVertex3f(-1.0f, -1.0f,  1.0f);
    GL.glTexCoord2f(1.0f, 1.0f); GL.glVertex3f(-1.0f,  1.0f,  1.0f);
    GL.glTexCoord2f(0.0f, 1.0f); GL.glVertex3f(-1.0f,  1.0f, -1.0f);
    GL.glEnd();

    xrot += 0.9f;
    yrot += 0.5f;
    zrot += 1.2f;
  }


  public long calculateTimeDelta()
  {
    long delta;
    long currentTime = System.currentTimeMillis();
    delta = currentTime - m_fPreviousTime;
    m_fPreviousTime = currentTime;
    //System.out.println(currentTime);
   //System.out.println(delta);
   return delta;
  }


  public void process_keyboard()
  {
    Keyboard.poll();

    // Toggle fullscreen/windowed mode
   if(Keyboard.isKeyDown(Keyboard.KEY_F1))
    {
      try {
        Keyboard.destroy(); // Destroy the keyboard
       Window.destroy(); // Destroy GL window instance

        if (fullscreen) {
          //Display.resetDisplayMode();
         Window.create("Lwjgl Test", 50, 50, 800, 600, 32, 0, 16, 0);
          fullscreen = false;
        }
        else {
          //Display.setDisplayMode(mode);
         Window.create("Lwjgl Test", 32, 0, 8, 0);
          fullscreen = true;
        }

        init_GL(); // re-Init OpenGL
       Keyboard.create(); // re-Create the keyboard
     }
      catch (Exception e) {
        e.printStackTrace();
      }
    }
    else if(Keyboard.isKeyDown(Keyboard.KEY_DOWN))
    {
      angle2 = angle2 + 1.2f;
    }
    else if(Keyboard.isKeyDown(Keyboard.KEY_UP))
    {
      angle2 = angle2 - 1.2f;
    }
  }


  private final static int loadTexture(String path)
  {
    Image image = (new javax.swing.ImageIcon(path)).getImage();

    // Extract The Image
   System.out.println(image.getWidth(null));
    BufferedImage tex = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_3BYTE_BGR);
    Graphics2D g = (Graphics2D) tex.getGraphics();
    g.drawImage(image, null, null);
    g.dispose();

    // Flip Image
   AffineTransform tx = AffineTransform.getScaleInstance(1, -1);
    tx.translate(0, -image.getHeight(null));
    AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
    tex = op.filter(tex, null);

    // Put Image In Memory
   ByteBuffer scratch = ByteBuffer.allocateDirect(4 * tex.getWidth() * tex.getHeight());

    byte data[] = (byte[]) tex.getRaster().getDataElements(0, 0, tex.getWidth(), tex.getHeight(), null);
    scratch.clear();
    scratch.put(data);
    scratch.rewind();

    // Create A IntBuffer For Image Address In Memory
   IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
    GL.glGenTextures(buf); // Create Texture In OpenGL

    GL.glBindTexture(GL.GL_TEXTURE_2D, buf.get(0)); // Typical Texture Generation Using Data From The Image
   GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
    GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
    GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, tex.getWidth(), tex.getHeight(), 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, scratch);

    return buf.get(0); // Return Image Address In Memory
 }
}
Offline cfmdobbie

Senior Member


Medals: 1


Who, me?


« Reply #17 - Posted 2003-09-19 11:40:19 »

Regrettably I'm unable to recreate what you're seeing on my hardware.  (This doesn't tell us anything about where the problem is.)  It comes up perfectly in windowed mode, but my hardware doesn't cope with the context switch and bombs on a Window.update() shortly thereafter.

So until I can try it on a different machine, I can't really suggest anything. :-/

Has anyone else given this code a try?

Hellomynameis Charlie Dobbie.
Offline fxdfxd

Junior Newbie




Java games rock!


« Reply #18 - Posted 2003-09-19 16:37:07 »

thanks

a least it work in fullscreen mode  Wink
maybe it's my opengl32.dll driver ...( kyro2 )

thanks for your help

bye
fx
Offline Matzon

JGO Knight


Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #19 - Posted 2003-09-22 18:03:37 »

sorry bout being a bit late - but I just switched job - so devoting my time to that atm.

Works fine on a Radeon class card. I seriously doubt the OGL implementation of the Kyro card though...

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

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

The first screenshot will be displayed as a thumbnail.

pw (11 views)
2014-07-24 01:59:36

Riven (9 views)
2014-07-23 21:16:32

Riven (11 views)
2014-07-23 21:07:15

Riven (12 views)
2014-07-23 20:56:16

ctomni231 (42 views)
2014-07-18 06:55:21

Zero Volt (38 views)
2014-07-17 23:47:54

danieldean (32 views)
2014-07-17 23:41:23

MustardPeter (34 views)
2014-07-16 23:30:00

Cero (49 views)
2014-07-16 00:42:17

Riven (50 views)
2014-07-14 18:02:53
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
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!