Hi !
Featured games (87)
games approved by the League of Dukes
Games in Showcase (671)
Games in Android Showcase (194)
games submitted by our members
Games in WIP (727)
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  
  Java LWJGL Cant use allocateDirect(int) undefined for type ByteBuffer  (Read 2062 times)
0 Members and 1 Guest are viewing this topic.
Offline sgthale

Senior Newbie

« Posted 2012-04-26 05:32:55 »

I copied EXACTLY from the LWJGL wiki about Using Frame Buffer Objects the code:

    IntBuffer buffer = ByteBuffer.allocateDirect(1*4).order(ByteOrder.nativeOrder()).asIntBuffer(); // allocate a 1 int byte buffer

The LWJGL is installed correctly but i get

    The method allocateDirect(int) is undefined for the type ByteBuffer

I dont know how to fix it. I updated my LWJGL lib and natives. Help
Offline Riven

« JGO Overlord »

Medals: 1208
Projects: 4
Exp: 16 years

Hand over your head.

« Reply #1 - Posted 2012-04-26 06:09:04 »

You probably imported some incorrect 'ByteBuffer' class. It should be 'java.nio.ByteBuffer'.

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline theagentd

« JGO Bitwise Duke »

Medals: 726
Projects: 4
Exp: 8 years

« Reply #2 - Posted 2012-04-26 07:20:31 »


Or even better:


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

Senior Newbie

« Reply #3 - Posted 2012-04-26 07:27:02 »


Or even better:


oh thats helpful. Also i noticed some of the functions in the wiki have EXT added to the end of its name. Why so?

also how do you use the glGenFrameBuffer() one.
Offline sproingie

JGO Kernel

Medals: 202

« Reply #4 - Posted 2012-04-26 16:22:26 »

Functions with EXT are the extension version of the function, in the EXT (multi-vendor) namespace.  FBOs became standard in OpenGL 3.0, but were supported by most vendors as extensions long before then.  Almost everything in OpenGL 2.0 and up was an extension before it became standard.
Offline sgthale

Senior Newbie

« Reply #5 - Posted 2012-04-26 21:32:40 »

*old answer deleted*

The question i really want to ask is how do you go from texture id number to Texture Object? Because when i use glGenTextures I have no way of saving the Texture Object since it only returns to me an integer.
Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

IanParcs (38 views)
2016-04-18 14:18:53

KaiHH (38 views)
2016-04-18 08:35:41

KaiHH (69 views)
2016-04-15 12:43:58

theagentd (71 views)
2016-04-14 02:16:17

theagentd (80 views)
2016-04-14 02:15:43

IanParcs (96 views)
2016-04-12 03:51:16

IanParcs (39 views)
2016-04-12 03:50:03

IanParcs (35 views)
2016-04-12 03:49:54

IanParcs (32 views)
2016-04-12 03:49:52

IanParcs (40 views)
2016-04-12 03:49:52
Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17

List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
by Roquen
2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
by Roquen
2015-10-16 07:12:30 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‑
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!