jogl

No autorelease pool with JOGL

好久不见. 提交于 2019-12-05 07:52:32
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 timeout for SWT to 0.100000 2012-06-03 18:20:46.253 java[1481:903] *** __NSAutoreleaseNoPool(): Object

Writing cross-platform application with a complex GUI

白昼怎懂夜的黑 提交于 2019-12-05 04:07:16
问题 I’d like to develop an application with a complex GUI (combobox with animation, charts with spline, transparent layers, …). I have good experience with C# 2.0 and I’m studying WPF, but I read that, unfortunately, there is no plan to port WPF to Mono. If I stick with C# and create custom GUI controls using OpenGL (via OpenTK) , I feel it will be a hard work (integration with GTK#, debugging, hard to use to design forms). I can use Java (with JOGL) , but I’m not very skilled with it, and I don

OpenGL Shader Compilation Issue — Unexpected EOF

久未见 提交于 2019-12-04 11:56:53
问题 So I decided to try writing a simple OpenGL app using Java, just to see how it compared to my other efforts, and I'm running into an issue where my shaders refuse to compile. They really couldn't get much simpler, here's my vertex shader to demonstrate what I mean: //Minimal vertex shader #version 330 in vec3 in_Position; in vec3 in_Color; out vec3 var_Color; void main(void) { gl_Position = vec4(in_Position, 1.0); var_Color = in_Color; } The fragment shader is just as simple, so I won't

Full Screen Swing with JOGL

烂漫一生 提交于 2019-12-04 07:49:07
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 a moment at full screen, then it shows up fine again in a window. Even though nothing is being

ivy:install from maven with classifiers

半城伤御伤魂 提交于 2019-12-04 05:33:31
I'm trying to ivy:install jogl and gluegen from maven to my local depository. I cannot get the native dependencies to install correctly. My ivysettings is <ivysettings> <settings defaultResolver="central" defaultConflictManager="all" /> <caches defaultCacheDir="${ivy.cache.dir}" artifactPattern="[organisation]/[module]/[type]s/[artifact]-[revision](-[classifier]).[ext]" /> <resolvers> <ibiblio name="central" m2compatible="true" pattern="[organisation]/[module]/[revision]/[artifact]-[revision](-[classifier]).[ext]" /> <filesystem name="depository"> <ivy pattern="${dest.repo.dir}/[organisation]/

Card supports OpenGL 4.1 but no GL4 implementation on thread?

六月ゝ 毕业季﹏ 提交于 2019-12-04 04:46:33
问题 When I run my test JOGL app, it says that I only have GL2 available on the thread when my system supports up to OpenGL 4.1 according to the OpenGl Extensions Viewer. Does anyone see anything obvious why only GL2 would be supported in the thread? I am using a mid-2015 Macbook Pro with Intel Iris and AMD Radeon R9 graphics cards. This is the very first exercise in the book [Computer Graphics Programming in OpenGL with Java].4 Java Version: Java8 JOGL Version: 2.3.2 GlueGen Version: 2.3.2 import

Writing cross-platform application with a complex GUI

[亡魂溺海] 提交于 2019-12-03 20:36:56
I’d like to develop an application with a complex GUI (combobox with animation, charts with spline, transparent layers, …). I have good experience with C# 2.0 and I’m studying WPF, but I read that, unfortunately, there is no plan to port WPF to Mono. If I stick with C# and create custom GUI controls using OpenGL (via OpenTK ) , I feel it will be a hard work (integration with GTK#, debugging, hard to use to design forms). I can use Java (with JOGL) , but I’m not very skilled with it, and I don’t know about performance issues. Last option is C++ , but I have to do a big revision (years since

Writing a portable Java application using JOGL and Android OpenGL

醉酒当歌 提交于 2019-12-03 13:27:07
问题 I plan on writing a Java 3D game that will work both on PC and Android. Unfortunately it looks like there is no common OpenGL API for both platforms. Do the APIs differ significantly? Is there a way I could use the same 3D code in both versions? Is it a good idea? 回答1: Android supports OpenGL ES 1.0 which overlaps with OpenGL 1.3 so this should be possible, but it is not as simple a just replacing the jar files at runtime. It is a good idea to try to reuse as much as possible of you

How to apply Bullet physics to drawn Opengl 3d shapes

戏子无情 提交于 2019-12-03 13:07:52
问题 I was just wondering whether there is a way to apply bullet physics to opengl drawn objects (created using glVertex3f or triangle mesh with glVertexAttribPointer). I am currently using jogl and jbullet to apply physics to my 3D objects. Specifically if I give a buffer of vertices for a triangle mesh shape for the 3d object. I need Bullet to create a CollisionShape based on the triangle mesh shape, and apply the physics to it, which at the same time apply physics to the drawn opengl objects.

How would one implement an FPS camera?

强颜欢笑 提交于 2019-12-03 11:11:14
So I'm currently working on some FPS game programming in OpenGL (JOGL, more specifically) just for fun and I wanted to know what would be the recommended way to create an FPS-like camera? At the moment I basically have a vector for the direction the player is facing, which will be added to the current player position upon pressing the "w" or forward key. The negative of that vector is of course used for the "s" or backward key. For "a", left, and "d", right I use the normal of the direction vector. (I am aware that this would let the player fly, but that is not a problem at the moment) Upon