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  LWJGL 2.8.4 released  (Read 4955 times)
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Offline Matzon

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« Posted 2012-06-03 19:56:23 »

The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.4

[size=18pt]LWJGL 2.8.4[/size]

LWJGL:
  • Add: Replace Display.sync(int fps) with an even better implementation, special thanks to Riven
  • Add: Added the new public API's Display.getX() and Display.getY()
  • Fix: Fixed issue with Display.wasResized() and setParent
  • Fix: Fix Display.getWidth() and Display.getHeight() to return the correct values on OS X when the window has been resized
  • Fix: Fix for white border
  • Fix: Fix for maximize issue
  • Fix: Fix for resizable / resize issues

OpenAL:
  • Fix: Upgraded to OpenAL-Soft 1.14 on all platforms. This is the first time OSX is using OpenAL-Soft.
   
   
OpenGL:
  • Add: Support for: AMD_vertex_shader_viewport_index, AMD_vertex_shader_layer, NV_bindless_texture, NV_shader_atomic_float
  • Add: Implement GLX_EXT_swap_control for Linux
  • Add: Added AMD_stencil_operation_extended
  • Fix: GL spec 20120427 updates

OpenCL:
  • Add: Added INTEL_thread_local_exec OpenCL extension
  • Add: Added support for AMD_media_ops2
  • Fix: Fixed clEnqueueNativeKernel crash
   
AppletLoader:
  • Fix: Fixed issue with applets on linux with Java 7 where the natives where LWJGL natives were failing to load
  • Fix: Fix to ensure a jar file download is attempted 3 times even if it throws some download exception
  • Fix: Add further checks to prevent Java default caching

Input:
  • Add: Expose JInput's rumble functionality in LWJGL's Controller class
  • Add: Updated Mouse implementation to support more buttons (max 5 on windows, and 256 on linux)
  • Fix: Fix Mouse.getDX() and Mouse.getDY() values when mouse moves outside Display window & clipping is on
   
Eclipse:

Download: https://sourceforge.net/projects/java-game-lib/files/
Changelog: http://www.lwjgl.org/changelogs/2.8.4-changelog.txt

Remember to donate Wink

Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.

Offline theagentd

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« Reply #1 - Posted 2012-06-03 21:46:13 »

Thanks for all the hard work! Hopefully this will reduce the number "zomg my game is stuttering with Display.sync(60) fiiiiiiiixxxxxx" threads being created. xD And I so look forward to trying out NV_bindless_texture if I manage to get my hands on a 600 series card...

Myomyomyo.
Offline badlogicgames

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« Reply #2 - Posted 2012-06-03 22:41:40 »

Big thanks from our side as well, great stuff!

http://www.badlogicgames.com - musings on Android and Java game development
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ra4king

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« Reply #3 - Posted 2012-06-03 22:48:21 »

There's an LWJGL Eclipse plugin?!? O_o

Offline R.D.

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"For the last time, Hats ARE Awesome"


« Reply #4 - Posted 2012-06-03 22:57:33 »

There's an LWJGL Eclipse plugin?!? O_o

Dude... I thought exactly the same!

Anyway, very nice! Was hoping for a new official version with the sync update Smiley
Offline ReBirth
« Reply #5 - Posted 2012-06-04 03:10:07 »

I rarely to starightly use LWJGL but yeah*!

*) because other libs like LibGdx will update too. Dunno about others.

Offline Sickan

Senior Devvie


Medals: 9



« Reply #6 - Posted 2012-06-04 04:43:47 »

Looking great! I love using the LWJGL library, it has a certain 'feel' that I don't quite get from many other libraries.

All praise from this direction. Cheesy
Offline ReBirth
« Reply #7 - Posted 2012-06-04 04:47:45 »

I wonder if I can replace Slick2D dist's lwjgl lib with new one? (updating by myself).

Offline Matzon

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Medals: 19
Projects: 1


I'm gonna wring your pants!


« Reply #8 - Posted 2012-06-04 05:02:35 »

The eclipse plugin has been handled by Jens v. Pilgrim for a while. More info here: http://wiki.eclipse.org/LWJGL_Plugin

Offline kappa
« League of Dukes »

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★★★★★


« Reply #9 - Posted 2012-06-04 05:02:52 »

I wonder if I can replace Slick2D dist's lwjgl lib with new one? (updating by myself).
Yup, I've tried that and it works fine.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline davedes
« Reply #10 - Posted 2012-06-04 06:17:40 »

I wonder if I can replace Slick2D dist's lwjgl lib with new one? (updating by myself).
Yep -- highly recommended.

The lwjgl in Slick is old, it's due for an update.

Offline matheus23

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« Reply #11 - Posted 2012-06-04 07:56:11 »

Awesome! Fixes for resizing/maximizing issues!!!

Thanks for all the updates Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline Mike

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« Reply #12 - Posted 2012-06-04 10:45:06 »

Awesome! Fixes for resizing/maximizing issues!!!

I hope it's the same issues that my players have been complaining about Smiley Great update, I'll put it in with the next version of my game.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline ReBirth
« Reply #13 - Posted 2012-06-04 11:12:49 »

I wonder if I can replace Slick2D dist's lwjgl lib with new one? (updating by myself).
Yup, I've tried that and it works fine.
To make it clear, I just need to overwrite native-win32.jar only. (?)

Also on lwjgl wiki I find that we can set it up like usual lwjgl project but replace lwjgl.jar with slick.jar.

Offline kappa
« League of Dukes »

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« Reply #14 - Posted 2012-06-04 12:20:20 »

To make it clear, I just need to overwrite native-win32.jar only. (?)
No, you need to replace lwjgl.jar and the *.dll files (and natives for other platforms) to make it work. native-win32.jar only contains the native files which can be handy for deployment (webstart, applet, etc).
Offline ReBirth
« Reply #15 - Posted 2012-06-04 12:36:26 »

To make it clear, I just need to overwrite native-win32.jar only. (?)
No, you need to replace lwjgl.jar and the *.dll files (and natives for other platforms) to make it work. native-win32.jar only contains the native files which can be handy for deployment (webstart, applet, etc).
I see. Thank you.

Offline kappa
« League of Dukes »

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« Reply #16 - Posted 2012-06-04 16:47:17 »

Hopefully this will reduce the number "zomg my game is stuttering with Display.sync(60) fiiiiiiiixxxxxx" threads being created.
Yup, the new Display.sync() is a pretty bad ass implementation (probably as good as it gets from the java side). Highly accurate while at the same time won't totally kill your CPU/battery.

xD And I so look forward to trying out NV_bindless_texture if I manage to get my hands on a 600 series card...
Looks like a pretty nice extension, some ppl are already claiming that its 50% faster than rebinding textures on scenes that use many textures. Pity its Nvidia Kepler+ only atm so will be a few years before its widespread enough to target.
Offline theagentd

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« Reply #17 - Posted 2012-06-04 16:57:46 »

xD And I so look forward to trying out NV_bindless_texture if I manage to get my hands on a 600 series card...
Looks like a pretty nice extension, some ppl are already claiming that its 50% faster than rebinding textures on scenes that use many textures. Pity its Nvidia Kepler+ only atm so will be a few years before its widespread enough to target.
It might not even get supported in the near future for AMD GPUs either...

Myomyomyo.
Offline matheus23

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« Reply #18 - Posted 2012-06-04 17:05:23 »

xD And I so look forward to trying out NV_bindless_texture if I manage to get my hands on a 600 series card...
Looks like a pretty nice extension, some ppl are already claiming that its 50% faster than rebinding textures on scenes that use many textures. Pity its Nvidia Kepler+ only atm so will be a few years before its widespread enough to target.
It might not even get supported in the near future for AMD GPUs either...

mod: removed spoiler

EDIT: to explain: they dropped linux support... the catalyst drivers for archlinux are a complete mess ... -.-

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline theagentd

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« Reply #19 - Posted 2012-06-11 14:02:53 »

CLEAR! (Resurrecting...)

Found a small annoying little bug, or actually, I've been living with it for a while because it's so minor. GL_RED is declared in both GL11 and GL30, causing a conflict when statically importing both of them. It should only be declared in GL11.

Myomyomyo.
Offline ra4king

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« Reply #20 - Posted 2012-06-11 19:29:34 »

Nice find theagentd! I reported this on IRC and opened a BUG thread on the LWJGL forums.

Offline theagentd

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Medals: 365
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« Reply #21 - Posted 2012-06-12 07:31:23 »

There might be more conflicts but that's the only one I've encountered. Might be worth doing a search and cross-check all the GL classes...

Myomyomyo.
Offline ra4king

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« Reply #22 - Posted 2012-06-19 10:57:47 »

spasi just removed GL_RED and closed the bug report Smiley

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