jogl

Netbeans, Gradle and Jogl, crash

独自空忆成欢 提交于 2019-12-24 17:14:29
问题 I am trying to learn and implement Gradle in one of my project. I installed the Netbeans Gradle plugin and after looking a couple of tutorials (and running successfully a couple of test projects), I tried the big step. I successfully solved all the Jogl dependencies modifying the build.gradle script as follow: apply plugin: 'java' sourceCompatibility = '1.8' [compileJava, compileTestJava]*.options*.encoding = 'UTF-8' // NetBeans will automatically add "run" and "debug" tasks relying on the //

How to hide (or remove) a pre-configured layer from the layers-panel in WorldWind

笑着哭i 提交于 2019-12-24 15:18:59
问题 I would like to hide one of the "standard" layers (such as Stars, atmosphere, nasa blue marble and so on) in the layer panel, and to visualize and to make enabled/disabled by ticks only layers added by me. Naturally, the hidden layers have to be always active. Is it possible? 回答1: If you want to remove layers programmatically use @sayyedbagher solution. Another solution is changing the initial settings of WorldWind by providing an xml file containing initial settings (including initial layers

JOGL - monitor GPU memory

可紊 提交于 2019-12-24 12:13:08
问题 I am looking for some JOGL classes/methods/examples to retrieve the size of total available GPU memory and the current available GPU memory. I know it can be done using OpenGl (JOGL Java docs). 回答1: The link you posted uses NVidia proprietary extensions. However given the way modern GPUs operate it's absolutely useless to know how much "memory" there's left. Why? Because OpenGL always operated on an abstract memory model. Single data objects (textures, VBOs) may be too large to fit into the

Problems compiling files using JOGL

∥☆過路亽.° 提交于 2019-12-24 04:29:10
问题 I'm trying to get a simple program using JOGL to compile via the command line. This isn't really working. I've tried referencing jogl.all.jar, gluegen-rt.jar, nativewindow.all.jar, and newt.all.jar as the official documentation suggested, but the compiler still cannot find the JOGL classes. This is the code: import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GL; import javax.media.opengl.GLAutoDrawable; import javax.media

Trying to render javafx WebView to offscreen buffer or FBO

我怕爱的太早我们不能终老 提交于 2019-12-24 01:22:06
问题 The ultimate goal is to be able to record the output of a WebView at 30fps or better, perhaps by setting up an FBO for javafx? I could then pull out frames at whatever framerate I wanted. I've poked around some and I came across UploadingPainter in ViewScene, which makes me think that this is possible. The struggle is that this is seemingly under the hood and somewhat new to me. Anyone know of a way to make something like this work? This is the code that I came across during debugging:

Where do I get the JOGL JAR?

纵饮孤独 提交于 2019-12-23 10:38:09
问题 This might sound silly... but I don't know where to find the JOGL JAR. I searched their website (http://jogamp.org/jogl/www/) and couldn't find it. Could someone please help? Thank you blargman 回答1: It looks like you can get the files from here: http://jogamp.org/wiki/index.php/Downloading_and_installing_JOGL. Just follow one of these links: Signed Release, Signed Candidate, Candidate, off the above Wiki page to get list of files. You'll need the macosx for jogl and possibly the gluegen one

Java Game Programming: JOGL vs LWJGL? [closed]

删除回忆录丶 提交于 2019-12-23 10:19:54
问题 Closed . This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed 4 years ago . I am currently writing a Turret Defense style game using the GTGE engine, this engine has the ability to use either JOGL or LWJGL to drive the graphics and so I was wondering, which one should I use? What are the pros/cons of each? What factors should I consider when deciding

OpenGL texture colors are wrong

你。 提交于 2019-12-23 10:07:13
问题 I've made a simple program that cretes an Ortho perspective, and puts a texture containing a png on a quad However, I can't figure out why some of the colors are displayed all jumbled. The png looks like this (the white rectangle in the middle is transparent): The quad in my OpenGL program looks like this: Below is the code for initializing OpenGL as well as what goes on in the method called by the OpenGL thread. I'm using JOGL. public void init(GLAutoDrawable gLDrawable) { gl.glGenTextures(1

OpenGL texture colors are wrong

◇◆丶佛笑我妖孽 提交于 2019-12-23 10:05:47
问题 I've made a simple program that cretes an Ortho perspective, and puts a texture containing a png on a quad However, I can't figure out why some of the colors are displayed all jumbled. The png looks like this (the white rectangle in the middle is transparent): The quad in my OpenGL program looks like this: Below is the code for initializing OpenGL as well as what goes on in the method called by the OpenGL thread. I'm using JOGL. public void init(GLAutoDrawable gLDrawable) { gl.glGenTextures(1

java.lang.UnsatisfiedLinkError: no gluegen-rt in java.library.path RCP Application

两盒软妹~` 提交于 2019-12-23 09:38:24
问题 I followed this tutorial: http://wadeawalker.wordpress.com/2010/10/17/tutorial-faster-rendering-with-vertex-buffer-objects/ When I try to start my application, I'm getting a java.lang.UnsatisfiedLinkError: no gluegen-rt in java.library.path Error. Can anyone help me? Teddy 回答1: Libraries are usually prefaced with "lib", thus the file you are looking for should be called "libgluegen-rt.so". It must be located somewhere in /usr folder . Since you are using eclipse you can select the Build-Path