lwjgl

Java/LWJGL: Z axis in OpenGL behaving like left-handed coordinate system

只谈情不闲聊 提交于 2020-01-04 04:39:32
问题 Recently, I sought help regarding 3d camera rotations in OpenGL. This answer and the comments that followed helped me greatly, but there is still one major issue: when moving the camera, the motion is often, but not always, in exactly the opposite direction it should be. For instance, when the camera's orientation matrix is the identity, the camera moves perfectly. However, if it is rotated in any direction, its motion on the axis perpendicular to the axis of rotation will have the opposite

Javafx Platform.runLater never running

六眼飞鱼酱① 提交于 2020-01-03 08:33:07
问题 I basically want to be able to launch a new Javafx window (stage) after (and inside) my LWJGL/GLFW thread starts. I am basically doing: Thread thread = new Thread(()->Platform.runLater(()->{ Stage stage = new Stage(); //Stage setup stage.show(); })); thread.start(); thread being my game thread. But it never runs and I've tried a System.out.println() inside Platform.runLater() just to check it never runs. Why does it never run and what can I do to fix it? Thanks. EDIT: Just to clarify that the

Javafx Platform.runLater never running

我是研究僧i 提交于 2020-01-03 08:32:49
问题 I basically want to be able to launch a new Javafx window (stage) after (and inside) my LWJGL/GLFW thread starts. I am basically doing: Thread thread = new Thread(()->Platform.runLater(()->{ Stage stage = new Stage(); //Stage setup stage.show(); })); thread.start(); thread being my game thread. But it never runs and I've tried a System.out.println() inside Platform.runLater() just to check it never runs. Why does it never run and what can I do to fix it? Thanks. EDIT: Just to clarify that the

How to calculate direction vector from yaw angle?

怎甘沉沦 提交于 2020-01-02 07:09:15
问题 I have an issue on where I do not know how to proceed on calculating a direction vector using Java/LWJGL to renderin OpenGL. I have the following system: +X goes to the right of the screen +Z goes into my screen +Y goes to the top of the screen (altitude) Therefore I am walking on the XZ plane, now I want to implement/have implemented WASD movement, and it should be related to the current direction I am going. (W = forward to camera look direction, S = backward, etc.) I have a yaw angle that

How to calculate direction vector from yaw angle?

冷暖自知 提交于 2020-01-02 07:08:02
问题 I have an issue on where I do not know how to proceed on calculating a direction vector using Java/LWJGL to renderin OpenGL. I have the following system: +X goes to the right of the screen +Z goes into my screen +Y goes to the top of the screen (altitude) Therefore I am walking on the XZ plane, now I want to implement/have implemented WASD movement, and it should be related to the current direction I am going. (W = forward to camera look direction, S = backward, etc.) I have a yaw angle that

How to render a 3d cube in LWJGL?

≡放荡痞女 提交于 2020-01-02 04:54:08
问题 I can`t find a good tutorial on the web, about rendering a 3d cube in the Lightweight Java Game Library! I have been learning LWJGL for some time now. I know how to draw 2d objects. Could Somebody Help me? 回答1: Here is a lesson of a tutorial for "normal" OpenGL but in the bottom of the site you can find code for the tutorial lesson in plenty of different languages and libraries, including Java with LWJGL. To get the java code out of this jar you can open it with e.g. 7-zip and find the .java

Calculating world coordinates from camera coordinates

笑着哭i 提交于 2020-01-01 17:26:12
问题 I have a world that is rendered in 2D and I'm looking at it from the top. Tjat looks like this (the floor tiles have no texture and only random green color yet): Before rendering my entities, I transform the model-view matrix like this (while position is the position and zoom the zoom of the camera, ROTATION is 45): glScalef(this.zoom, this.zoom, 1); glTranslatef(this.position.x, this.position.y, 0); glRotatef(ROTATION, 0, 0, 1); Now I want to calculate the world coordinates for the current

JVM Fatal Error in native code, Not sure what to do

谁都会走 提交于 2020-01-01 14:25:19
问题 I'm developing a game in Java using LWJGL. Along with the main game, I'm developing a few Swing-based applications (a launcher, a configuration editor, and a map editor). When I run the launcher, I sometimes (about 10% of the time) get a fatal JVM crash. It's very strange - I can run the program a few seconds later and everything works. I have zero compilation errors or warnings, and when the program does work, it's completely functional. I haven't gotten the error when I run my LWJGL game,

JVM Fatal Error in native code, Not sure what to do

假装没事ソ 提交于 2020-01-01 14:25:19
问题 I'm developing a game in Java using LWJGL. Along with the main game, I'm developing a few Swing-based applications (a launcher, a configuration editor, and a map editor). When I run the launcher, I sometimes (about 10% of the time) get a fatal JVM crash. It's very strange - I can run the program a few seconds later and everything works. I have zero compilation errors or warnings, and when the program does work, it's completely functional. I haven't gotten the error when I run my LWJGL game,

Can't get LWJGL to run using IDEA and SBT

旧巷老猫 提交于 2019-12-30 08:59:08
问题 I've been scratching myself in the head for a little over an hour with this, nothing on Google seems to be able to give me a decisive answer. I'm using IntelliJ IDEA 13.1.3 with the scala and sbt plugins, Scala 2.11.1 , and SBT 0.13 Thinking I was clever I added the Maven repository for LWJGL to my build.sbt libraryDependencies += "org.lwjgl.lwjgl" % "lwjgl" % "2.9.1" Only to later find out that I need to [point the compiler to the LWJGL natives]. Now here's the problem: Asking SBT to