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  LWJGL 3; how's it getting along?  (Read 141892 times)
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Offline ap0stolos
« Reply #30 - Posted 2014-11-14 19:56:07 »

I'm missing glyphs at that link:
http://i.imgur.com/3eGbUjW.png
It seems DirectWrite related. Disabling custom fonts on Windows 7 and lower on all browsers.
Offline HeroesGraveDev

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« Reply #31 - Posted 2014-11-14 21:08:57 »

I had problems with the font too. (Arch Linux 64-bit, Firefox 33.1)

Except instead of just some characters disappearing, all the characters were gone.

I fixed it by installing Fira-Sans locally on my machine.

Offline CommanderKeith
« Reply #32 - Posted 2014-11-19 03:36:25 »

Hi, Fantastic new release. Thanks for all of Spasi's and the LWJGL team's hard work.
The new window system is great.

By the way I was trying Riven's excellent tutorial on drawing geometry here (http://www.java-gaming.org/index.php?topic=24272.0) and it all works in LWJGL 3.0 without a hitch except for one line:

1  
ByteBuffer dataBuffer = GL11.glMapBufferARB(GL_ARRAY_BUFFER_ARB, ARBBufferObject.GL_WRITE_ONLY_ARB, (9 + 9) << 2, null);


Which just required ARBBufferObject.GL_WRITE_ONLY_ARB to be replaced with ARBVertexBufferObject.GL_WRITE_ONLY_ARB .

Cheers,
Keith

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Offline Riven
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« Reply #33 - Posted 2014-11-19 08:26:02 »

Now ofcourse somebody in the upper echelon has to decide whether my tutorial should be changed, or LWJGL needs a thorough redesign... Kiss

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Offline princec

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« Reply #34 - Posted 2014-11-19 09:48:32 »

I always just import them as static * these days.

Cas Smiley

Online Spasi
« Reply #35 - Posted 2014-11-19 10:34:15 »

Which just required ARBBufferObject.GL_WRITE_ONLY_ARB to be replaced with ARBVertexBufferObject.GL_WRITE_ONLY_ARB.

This is one of the few breaking changes/fixes in the LWJGL 3 bindings. ARBBufferObject, ARBProgram and NVProgram were all removed. The problem was that they were not "discoverable" (i.e. there is no ARB_buffer_object extension in OpenGL).

I also assumed everyone would be using the OpenGL 1.5 buffer object API by now (it was released in late 2003) and I don't know anyone using the other two.
Offline princec

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« Reply #36 - Posted 2014-11-19 12:11:57 »

A sensible tweak, IMHO.

Cas Smiley

Offline kappa
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« Reply #37 - Posted 2014-11-19 15:08:07 »

1  
ByteBuffer dataBuffer = GL11.glMapBufferARB(GL_ARRAY_BUFFER_ARB, ARBBufferObject.GL_WRITE_ONLY_ARB, (9 + 9) << 2, null);

Which just required ARBBufferObject.GL_WRITE_ONLY_ARB to be replaced with ARBVertexBufferObject.GL_WRITE_ONLY_ARB .
Now ofcourse somebody in the upper echelon has to decide whether my tutorial should be changed, or LWJGL needs a thorough redesign... Kiss
Considering that 90%+ of OpenGL drivers out there have a version of OpenGL 2.0+ or greater, best thing would be to just update those two bits of the tutorial to use the following two calls instead.
1  
2  
GL15.GL_ARRAY_BUFFER
GL15.GL_WRITE_ONLY

and replacing other corresponding methods by removing the ARB bit and adding GL15 before them.

Plus IMO there is not much point in learning OpenGL using such old OpenGL calls or on a system that doesn't support at least a basic requirement of OpenGL2+.
Offline theagentd
« Reply #38 - Posted 2014-11-19 17:19:57 »

Considering that 90%+ of OpenGL drivers out there have a version of OpenGL 2.0+ or greater, best thing would be to just update those two bits of the tutorial to use the following two calls instead.
More like 99%, but yeah.

Myomyomyo.
Offline SHC
« Reply #39 - Posted 2014-11-21 17:05:33 »

Think I've found a bug on OS X. The library is spitting an
UnsatisfiedLinkError
until I explicitly call
Sys.getNativeLibrary()
method. The natives aren't loaded until I call that method.

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Online Spasi
« Reply #40 - Posted 2014-11-21 17:07:16 »

Hey SHC,

You're using an old build, try the latest nightly (#17) please.
Offline SHC
« Reply #41 - Posted 2014-11-21 17:18:23 »

Hey Spasi,

It's now working, but there is another bug. When I've clicked the close button on the window, the window became unresponsive, and I've to force quit it. No exceptions, but the return code is 137.

Online Spasi
« Reply #42 - Posted 2014-11-21 17:22:38 »

Could you post some details about your environment? Java version, OS/arch, GPU driver. Also, could you run it with
-Dorg.lwjgl.util.Debug=true
and see if there's anything interesting?
Offline SHC
« Reply #43 - Posted 2014-11-21 17:26:56 »

Nevermind, it is resolved now. I forgot to rebuild after changing the library and natives.

Offline gouessej
« Reply #44 - Posted 2014-11-24 11:01:11 »

You should clarify the documentation of those methods:
http://javadoc.lwjgl.org/org/lwjgl/BufferUtils.html#createByteBuffer(int)
http://javadoc.lwjgl.org/org/lwjgl/BufferUtils.html#createAlignedByteBufferPage(int)
http://javadoc.lwjgl.org/org/lwjgl/BufferUtils.html#createAlignedByteBufferCacheLine(int)

What is the difference between "Allocates" and "Construct" in this case? Moreover, "Construct" should be replaced by "Constructs" and "Fill" should be replaced by "Fills" in order to be consistent with the good practices of Java documentation writing. There is some useless polysemy, "with the specified capacity" has the same meaning than "with the given capacity", doesn't it?

Julien Gouesse | Personal blog | Website | Jogamp
Online Spasi
« Reply #45 - Posted 2014-11-24 11:40:13 »

This class was written in 2004 and the aligned versions were added in LWJGL 3. I agree about consistency, it's an important attribute for any library.
Offline gzuzboey
« Reply #46 - Posted 2014-11-24 12:38:22 »

Question: On the lwjgl getting started page it says "Attach the LWJGL javadoc and source archives to the LWJGL library (optional, but hightly recommended)".
Can anyone explain in more detail how I do this. Im having trouble trying to attach the javadoc.

EDIT:

Nevermind, I think I got all figured out. Grin

YA BOI
Offline delt0r

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« Reply #47 - Posted 2014-11-24 14:50:22 »

So for a project that is starting now, is using lwjgl 3 a good idea? Or is using 2.x and porting later the recommended route.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline gzuzboey
« Reply #48 - Posted 2014-11-24 14:51:34 »

So for a project that is starting now, is using lwjgl 3 a good idea? Or is using 2.x and porting later the recommended route.

lwjgl 3, It will be worth it in the future Wink

YA BOI
Offline SHC
« Reply #49 - Posted 2014-11-24 15:53:34 »

So for a project that is starting now, is using lwjgl 3 a good idea? Or is using 2.x and porting later the recommended route.

There are a lot of differences in the windowing API, that would take a lot of time to port old projects. I recommend using the nightlies and update with every nightly to test if yours work with the nightly.

Offline princec

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« Reply #50 - Posted 2014-11-24 19:30:33 »

The windowing system init is usually a pretty trivial part of a game's codebase. It should take a few minutes to move to LWJGL3 from LWJGL2.

Cas Smiley

Offline basil_

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« Reply #51 - Posted 2014-11-24 19:36:40 »

i'm worrying about swing interop >.<
Online Spasi
« Reply #52 - Posted 2014-11-24 23:03:58 »

If you need AWT/Swing interop, my advice would be to stick with LWJGL 2.

Technically, you could implement LWJGL 2's interop behavior using LWJGL 3's bindings to OS APIs, but that's such a low priority for 3 that it'll probably have to be a contribution from someone else.
Offline SHC
« Reply #53 - Posted 2014-11-25 11:55:16 »

I'm getting a bug occasionally when I call
glfwCreateWindow()
with nightly #20. Here's the stackstrace. http://pastebin.java-gaming.org/2bc5f93331617

It only occurs occasionally, not always, and I'm not sure of the reason. That is the first function I call in my engine, even before the game loop starts.

Online Spasi
« Reply #54 - Posted 2014-11-25 11:58:52 »

It only occurs occasionally, not always, and I'm not sure of the reason. That is the first function I call in my engine, even before the game loop starts.

Does launching the JVM with
-XstartOnFirstThread
fix the crash?
Offline SHC
« Reply #55 - Posted 2014-11-25 12:02:27 »

Using that bought me this stack trace. http://pastebin.java-gaming.org/bc5f303461715

This time, it was not occasional, but it occurred every time, I ran it 10 times, and the same thing is happening. Without the option, it works now, dunno when next crash would occur.

Online Spasi
« Reply #56 - Posted 2014-11-25 12:05:10 »

Are you doing anything with AWT/Swing? Also, what JVM and OS X versions are you running it on?
Offline SHC
« Reply #57 - Posted 2014-11-25 12:08:04 »

I'm not using any Swing/AWT features in my engine. My OS X version is 10.10.1 (Latest Yosemite). I tried adding
-Dorg.lwjgl.util.Debug=true
, but got no output.

Offline goblinJoel
« Reply #58 - Posted 2014-12-07 17:51:10 »

Pardon me if this has already been asked, but how does one access the old javadocs? For example, I had this page open, but it has since become a 404: http://www.lwjgl.org/javadoc/index.html?org/lwjgl/input/Mouse.html
Online Spasi
« Reply #59 - Posted 2014-12-07 17:55:37 »

Replace www with legacy, i.e. http://legacy.lwjgl.org/javadoc/index.html?org/lwjgl/input/Mouse.html
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