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  .display( GLAutoDrawable d ) only called after initialisation or reshape  (Read 1342 times)
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Offline Bucky

Junior Newbie





« Posted 2007-08-26 20:21:31 »

Hi everyone,

Newby to Jogl but not to programming and Java.

I'm learning the basics by drawing coordinate axes. My program can already make it appear on the screen so I'm trying to rotate the scene with my mouse and make the axes turn.

I've studied many demos. These two especially:
Gears at https://jogl-demos.dev.java.net/
Example 11 at http://www.cs.plu.edu/~dwolff/talks/jogl-ccsc/

They compile and work just fine on my computer. But my attempts at replicating a rotating 3D space keep failing.  Angry

This much I know: my axes are drawn only when my program starts and when I reshape the window. My GLEventListener, MouseListener, MouseMotionListener all work and fire when needed. (I detect changes to the mouse's buttons and when it's being dragged.)

But .display( GLAutoDrawable d ) is never called when the mouse is being dragged.

Any suggestions?

Thanks. Smiley

Bucky
Offline emzic

Senior Member





« Reply #1 - Posted 2007-08-27 00:06:23 »

display is automatically called from an awt-thread. what you should do is to update variables when you mouse is dragged and use them inside the display-loop to update your camera or coordinate system.

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webstart blendinspect - OpenGL BlendingModes visualization.
Offline cylab

JGO Knight


Medals: 30



« Reply #2 - Posted 2007-08-27 03:38:45 »

Do you set up and start an animator like it is done in the Gears main()-method?

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Offline lhkbob

JGO Knight


Medals: 32



« Reply #3 - Posted 2007-08-27 06:51:45 »

If you look at the api, you can call .display() on a GLCanvas and GLJPanel to start the necessary actions that eventually cause a .display(GLAutodrawable) method to get called.  So if you don't want to use Animator (or FPSAnimator) you can just call that on the GLCanvas/JPanel that you're using when you want the frame to get updated.

Offline Bucky

Junior Newbie





« Reply #4 - Posted 2007-08-27 07:03:46 »

A big thank you to all three of you.

.display is automatic. (One you've told it to start.)  Shocked

I was able to make it work with the animator. Will try with lhkbob idea later.

Cheers!
Offline lhkbob

JGO Knight


Medals: 32



« Reply #5 - Posted 2007-08-27 16:55:59 »

Quote
.display is automatic. (One you've told it to start.)  Shocked

.display() isn't automatic.  .display(GLAutoDrawable) is.  I said look at the API, there's a difference.

In the API for GLAutoDrawable, you find:
1  
2  
void display()
Causes OpenGL rendering to be performed for this GLAutoDrawable by calling display for all registered GLEventListeners.


If you got it to work with Animators, thats great, but this was only so you didn't mistake what I had said before.

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