lwjgl

LWJGL texture rendering/indexing

三世轮回 提交于 2021-02-10 06:46:27
问题 I am currently having issues with trying to render two textures onto two totally separate objects through a single vertex, and fragment shader. The issue seems to lie in trying to index, and bind the two textures onto their own objects. In trying to index and bind the textures, the smaller index will always appear onto both objects. Can someone help me, or at least push me into the right direction? here is my code for the main class, the renderer, and the fragment shader. (feel free to

java.lang.NoClassDefFoundError: org/lwjgl/LWJGLException

霸气de小男生 提交于 2021-02-08 15:25:32
问题 Trying to work on a game for school and I keep getting a "java.lang.NoClassDefFoundError: org/lwjgl/LWJGLException" when trying to run using eclipse. Any ideas? Here is my code package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ private static final String GAME_NAME = "TEST"; private static final int MENU = 0; private static final int PLAY = 1; public Game(String GAME_NAME){ super(GAME_NAME); this.addState(new Menu(MENU));

Building and running lwjgl program from terminal

别等时光非礼了梦想. 提交于 2021-02-07 08:26:24
问题 I'm trying to compile and run a very basic program that uses LWJGL: import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; public class HelloWorld { public static void main (String args[]) { try { Display.setTitle("Hello World"); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); } while (!Display.isCloseRequested()) { try { Thread.sleep(100); } catch (Exception e) { e.printStackTrace(); } } } } I managed to compile it using: javac -classpath ~/Downloads/lwjgl-2.8

Building and running lwjgl program from terminal

北战南征 提交于 2021-02-07 08:23:00
问题 I'm trying to compile and run a very basic program that uses LWJGL: import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; public class HelloWorld { public static void main (String args[]) { try { Display.setTitle("Hello World"); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); } while (!Display.isCloseRequested()) { try { Thread.sleep(100); } catch (Exception e) { e.printStackTrace(); } } } } I managed to compile it using: javac -classpath ~/Downloads/lwjgl-2.8

LWJGL Tutorials [closed]

家住魔仙堡 提交于 2021-02-05 20:31:05
问题 As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 8 years ago . Does anyone know of any good Light Weight Java Game Library tutorials geared towards beginners in OpenGL? I have noticed there are

I have a black texture

冷暖自知 提交于 2021-01-28 09:09:51
问题 This is my first time working with textures in OpenGL, although I've been studying it for 4 months now. And when I try to load a texture (Just an image with a square) I get just a black square.\ My texture load code: byte[] pixelData = new byte[0]; try { BufferedImage bi = ImageIO.read(getClass().getResource(TEXTURE_FILES)); ByteArrayOutputStream baos = new ByteArrayOutputStream(); ImageIO.write(bi, "png", baos); baos.flush(); pixelData = baos.toByteArray(); baos.close(); } catch (IOException

LWJGL Automatic Native Picker

落花浮王杯 提交于 2021-01-28 08:35:00
问题 In LWJGL, (I am on a mac), I am making a program in it but as I debug/run my code, it requires the LWJGL OS X natives to run. Same goes for Windows, Linux or anything else but I want it to be a little bit like the game Minecraft which was made in LWJGL. You start the game and it automatically picks your operating systems natives. Is there a way I can do this so I dont have to switch around manually on different operating systems? Please share your source if you know!! 回答1: Have a look at this

LWJGL 3.1.6 OpenGL 4.1 crash on macOS High Sierra

送分小仙女□ 提交于 2020-12-13 04:49:49
问题 I have a slightly modified version of the sample code found on the main LWJGL page. It works but it uses legacy OpenGL version 2.1 . If I attempt to use the forward-compatible context described in GLFW doc, the version used is 4.1 (no matter what major/minor I hint), the window is created, but it crashes on the first call to glPushMatrix() . Forward compatibility enabled like so: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW

LWJGL 3.1.6 OpenGL 4.1 crash on macOS High Sierra

独自空忆成欢 提交于 2020-12-13 04:49:07
问题 I have a slightly modified version of the sample code found on the main LWJGL page. It works but it uses legacy OpenGL version 2.1 . If I attempt to use the forward-compatible context described in GLFW doc, the version used is 4.1 (no matter what major/minor I hint), the window is created, but it crashes on the first call to glPushMatrix() . Forward compatibility enabled like so: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW