jogl

Where can I find the package javax.media.opengl?

杀马特。学长 韩版系。学妹 提交于 2019-12-09 00:25:56
问题 I need to import the javax.media.opengl.* package. From Java OpenGL Wiki to http://jogamp.org/, I am sort of confused which download I need. There is a long list of build downloads here, but they are all .7z files and I am looking for a download usable for a Windows XP 32-bit machine. 回答1: You only need two packages for java OpenGL: jogl.all.jar -> this contains javax.media.opengl. gluegen-rt.jar -> this contains com.jogamp.opengl. Both of which are in here: jogamp-all-platforms.7z http:/

Image outline points generator? [closed]

一世执手 提交于 2019-12-08 13:44:29
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed last year . Is there any code(specifically Java or C++) or software in which we import any image and it gives the outline of that image in points, which we can use again to draw image outline by joining those points in JOGL or OPenGL .. 回答1: There's an outline tracer in Inkscape (which is open source c++). http://inkscape.org

Wrong framebuffer status (return 36054) when try to do depth attachment

女生的网名这么多〃 提交于 2019-12-07 19:37:38
问题 Here is the code setting up a framebuffer for shadow mapping, yet it returns 36054 when checking the framebuffer status. Any ideas? //bind framebuffer for shadow mapping gl.glGenFramebuffers(1, framebuff); gl.glBindFramebuffer(GL4.GL_FRAMEBUFFER, framebuff.get(0)); gl.glGenTextures(1, textureBuff); gl.glBindTexture(GL4.GL_TEXTURE_2D, textureBuff.get(0)); gl.glTexStorage2D(GL4.GL_TEXTURE_2D, 1, GL4.GL_DEPTH_COMPONENT32F, displayWidth, displayHeight); gl.glTexParameteri(GL4.GL_TEXTURE_2D, GL4

Java: openGL: JOGL: What happens behind the scenes when I call the display() method?

徘徊边缘 提交于 2019-12-07 06:19:28
问题 I have this line of code: renderableObject.renderObject(gl, glu); This leads to a large list of objects being rendered by openGL, however it only works when used as follows: @Override public void display(GLAutoDrawable drawable) { renderableObject.renderObject(gl, glu); } If I call the line outside the overridden display method I get an Exception saying there is no glContext on the current thread, actually if I call any gl draw commands outside this method I get the same exception now ideally

No autorelease pool with JOGL

梦想的初衷 提交于 2019-12-07 02:37:37
问题 I tried to add JOGL to my project, and after a long time searching the web I found the solution. I added the jars to my buildpath and Eclipse recognizes them. I wanted to test it, so took the code from here: https://sites.google.com/site/justinscsstuff/jogl-tutorial-2 and compiled. The AWT-way gives me this result: 2012-06-03 18:20:44.623 java[1481:903] [Java CocoaComponent compatibility mode]: Enabled 2012-06-03 18:20:44.626 java[1481:903] [Java CocoaComponent compatibility mode]: Setting

How can I create my own openGL context and bind it to a GLCanvas?

和自甴很熟 提交于 2019-12-06 05:39:43
问题 So when I got to grips with the java paint(Graphics g){} method I moved on to creating my own render methods but I had to learn about buffer strategies and how to 'get' Graphics So now I am learning openGL, I have got to grips with the method: @Override public void display(GLAutoDrawable arg0){} and now I would like to create my own render methods, so far I have constantly run up against one exception: Exception in thread "main" javax.media.opengl.GLException: No OpenGL context current on

java.lang.NoClassDefFoundError: com/jogamp/common/type/WriteCloneable jogl 2 in eclipse

雨燕双飞 提交于 2019-12-06 05:30:50
I am on windows 7 64 bit and using eclipse indigo. I downloaded the latest version of jogl 2 and i have created an eclipse project following this link https://sites.google.com/site/justinscsstuff/jogl-tutorial-2 this tutorial is old as the jars in the jogl download dont match and i have included all the jars and for each jar set the native libraries directory. I have written a small jogl test program that creates a GLProfile, GlCapabilities and an awt frame. I get this exception: java.lang.NoClassDefFoundError: com/jogamp/common/type/WriteCloneable at java.lang.ClassLoader.defineClass1(Native

GLU.gluLookAt in Java OpenGL bindings seems to do nothing

╄→尐↘猪︶ㄣ 提交于 2019-12-06 04:32:32
问题 I've already checked the other questions on this topic and their solutions haven't worked for me. I'm at a bit of a loss. I have the following functions in my GLEventListener implementation. public void init(GLAutoDrawable gl) { GL2 gl2 = gl.getGL().getGL2(); gl2.glMatrixMode(GL2.GL_PROJECTION); gl2.glLoadIdentity(); GLU glu = GLU.createGLU(gl2); glu.gluPerspective(45.0f, 1, 0.1f,100.0f); gl2.glMatrixMode(GL2.GL_MODELVIEW); gl2.glLoadIdentity(); gl2.glViewport(0, 0, width, height); gl2

Full Screen Swing with JOGL

只愿长相守 提交于 2019-12-06 00:59:35
问题 I am trying to make a Swing application which renders in full screen, following the description here http://download.oracle.com/javase/tutorial/extra/fullscreen/exclusivemode.html and the source code here http://download.oracle.com/javase/tutorial/extra/fullscreen/example-1dot4/DisplayModeTest.java This works quite well, however as soon as I drop in a GLCanvas object as one of the components of the frame, all that shows up is a black screen. Exiting full screen, I can see the OpenGL image for

Java: openGL: JOGL: What happens behind the scenes when I call the display() method?

微笑、不失礼 提交于 2019-12-05 10:37:58
I have this line of code: renderableObject.renderObject(gl, glu); This leads to a large list of objects being rendered by openGL, however it only works when used as follows: @Override public void display(GLAutoDrawable drawable) { renderableObject.renderObject(gl, glu); } If I call the line outside the overridden display method I get an Exception saying there is no glContext on the current thread, actually if I call any gl draw commands outside this method I get the same exception now ideally I want to create a lot of display lists once, then render them every frame with the odd display list