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From: Kenneth B. R. <kbr...@al...> - 2003-06-30 20:16:03
|
> However, I'd glad to convert some nehe lessons to JOGL > But where can I put the files ? For the time being if you point me to the converted lessons I can check them in to the jogl-demos project. If you'd like to become a developer on this or one of the other core game projects please sign and fax in the contributor agreement at http://games-core.dev.java.net/sun_contrib_051903_javagames.pdf which basically indicates that you have the right to check in the code you're contributing. -Ken |
From: Kenneth B. R. <kbr...@al...> - 2003-06-30 20:09:20
|
> Have we the "right" to reuse the GLAnimCanvas code to do this ? I think the code will have to be rewritten from scratch though I suspect this won't be too difficult. -Ken |
From: Enrique D. <enr...@ya...> - 2003-06-30 18:02:09
|
Have we the "right" to reuse the GLAnimCanvas code to do this ? ___________________________________________________________________ > Well I moved my app to jogl this week and all is working fine ;) > > I didn't noticed that my app is faster but it is no slower ! > > It seems that it is not possible to control the framerate in the app as with GL4JAVA > > I think that it is an interesting option to avoid application > "eating" all CPU ressources We aimed to keep the initial Jogl animation API very minimal because this can be done at the application level. However if you decide to extend the Animator class to support this please let us know. -Ken --------------------------------- Do you Yahoo!? SBC Yahoo! DSL - Now only $29.95 per month! |
From: Enrique D. <enr...@ya...> - 2003-06-30 17:57:21
|
Well, converting a GL4JAVA app to JOGL is really easy However, I'd glad to convert some nehe lessons to JOGL But where can I put the files ? --------------------------------- Do you Yahoo!? SBC Yahoo! DSL - Now only $29.95 per month! |
From: Kenneth B. R. <kbr...@al...> - 2003-06-30 07:54:28
|
> 2) Didn't someone mention that there was some scripts for converting a > gl4java -> jogl? The JOGL source tree contains a program net.java.games.gluegen.opengl.ConvertFromGL4Java which takes care of many of the syntactic conversions, though the API changes (like the fact that JOGL's GLDrawableFactory doesn't take a width and height in any of its methods) will still require manual code changes. -Ken |
From: Drake W. <dr...@er...> - 2003-06-30 02:39:27
|
Also, anyone looking at converting over the NeHe lessons to Jogl? These are some GREAT examples! I used them to their fullest when working on my little 3d engine. |
From: Drake W. <dr...@er...> - 2003-06-30 02:34:01
|
Hi, some quick questions... (and is this still the best place to ask Jogl questions?) 1) How do you load textures? Is there any texture loaders other then the pcx one? 2) Didn't someone mention that there was some scripts for converting a gl4java -> jogl? Thanks! |
From: Kenneth B. R. <kbr...@al...> - 2003-06-30 02:21:48
|
> My gl4java programs all crash wen I open them.....I can found few others > on this group having these problems (But I couldnt find replies > for them).....Can any one tell me why this is happening..... > It would be really really helpful if any one can help me with this! The problem is that GL4Java's OpenGL context on X11 is relying on glXGetCurrentContext to function properly and it doesn't with some of NVidia's drivers. There is a workaround in the GL4Java CVS repository but I would instead recommend that you switch to the new JOGL OpenGL binding, which has a simpler and more robust implementation which has been pretty thoroughly tested on X11. http://jogl.dev.java.net/ Note we don't have precompiled binaries yet but the build process is pretty straightforward. Discussion forums are available on http;//community.java.net/games/ . -Ken |
From: Nagender B. <nag...@cs...> - 2003-06-30 02:15:19
|
Hi all, My gl4java programs all crash wen I open them.....I can found few others on this group having these problems (But I couldnt find replies for them).....Can any one tell me why this is happening..... It would be really really helpful if any one can help me with this! thanx a lot, Nagender. An unexpected exception has been detected in native code outside the VM. Unexpected Signal : 11 occurred at PC=0x4a5dc314 Function name=glXGetCurrentContext Library=/usr/X11R6/lib/libGL.so Current Java thread: at gl4java.GLContext.gljMakeCurrentNative(Native Method) at gl4java.GLContext.gljMakeCurrent(GLContext.java:2472) at GLLandScape1.display(GLLandScape1.java:191) at gl4java.awt.GLCanvas.sDisplay(GLCanvas.java:715) at gl4java.awt.GLAnimCanvas.run(GLAnimCanvas.java:466) at java.lang.Thread.run(Thread.java:484) Dynamic libraries: 08048000-0804c000 r-xp 00000000 03:01 2730798 /oracle/9.2.0.1/jdk/bin/i386/native_threads/appletviewer 0804c000-0804d000 rw-p 00003000 03:01 2730798 /oracle/9.2.0.1/jdk/bin/i386/native_threads/appletviewer 40000000-40014000 r-xp 00000000 21:06 701946 /lib/ld-2.2.4.so 40014000-40015000 rw-p 00013000 21:06 701946 /lib/ld-2.2.4.so 40026000-40034000 r-xp 00000000 21:06 701920 /lib/libpthread-0.9.so 40034000-4003c000 rw-p 0000d000 21:06 701920 /lib/libpthread-0.9.so 4003c000-40045000 r-xp 00000000 03:01 3074180 /oracle/9.2.0.1/jdk/jre/lib/i386/native_threads/libhpi.so 40045000-40046000 rw-p 00008000 03:01 3074180 /oracle/9.2.0.1/jdk/jre/lib/i386/native_threads/libhpi.so 40047000-40234000 r-xp 00000000 03:01 3025124 /oracle/9.2.0.1/jdk/jre/lib/i386/client/libjvm.so 40234000-4032a000 rw-p 001ec000 03:01 3025124 /oracle/9.2.0.1/jdk/jre/lib/i386/client/libjvm.so 40341000-40405000 r-xp 00000000 21:06 570130 /usr/X11R6/lib/libX11.so.6.2 40405000-40408000 rw-p 000c3000 21:06 570130 /usr/X11R6/lib/libX11.so.6.2 40408000-4040a000 r-xp 00000000 21:06 700406 /lib/libdl-2.2.4.so 4040a000-4040b000 rw-p 00001000 21:06 700406 /lib/libdl-2.2.4.so 4040b000-4053d000 r-xp 00000000 21:06 700394 /lib/libc-2.2.4.so 4053d000-40543000 rw-p 00131000 21:06 700394 /lib/libc-2.2.4.so 40547000-40559000 r-xp 00000000 21:06 700433 /lib/libnsl-2.2.4.so 40559000-4055b000 rw-p 00011000 21:06 700433 /lib/libnsl-2.2.4.so 4055d000-4057e000 r-xp 00000000 21:06 700422 /lib/libm-2.2.4.so 4057e000-4057f000 rw-p 00020000 21:06 700422 /lib/libm-2.2.4.so 40580000-405b9000 r-xp 00000000 21:06 863333 /usr/lib/libstdc++-3-libc6.2-2-2.10.0.so 405b9000-405ca000 rw-p 00038000 21:06 863333 /usr/lib/libstdc++-3-libc6.2-2-2.10.0.so 405cd000-405de000 r-xp 00000000 03:01 2534579 /oracle/9.2.0.1/jdk/jre/lib/i386/libverify.so 405de000-405e0000 rw-p 00010000 03:01 2534579 /oracle/9.2.0.1/jdk/jre/lib/i386/libverify.so 405e0000-40601000 r-xp 00000000 03:01 2534570 /oracle/9.2.0.1/jdk/jre/lib/i386/libjava.so 40601000-40603000 rw-p 00020000 03:01 2534570 /oracle/9.2.0.1/jdk/jre/lib/i386/libjava.so 40604000-40618000 r-xp 00000000 03:01 2534568 /oracle/9.2.0.1/jdk/jre/lib/i386/libzip.so 40618000-4061b000 rw-p 00013000 03:01 2534568 /oracle/9.2.0.1/jdk/jre/lib/i386/libzip.so 4061b000-41349000 r--s 00000000 03:01 1275461 /oracle/9.2.0.1/jdk/jre/lib/rt.jar 41376000-4161b000 r--s 00000000 03:01 1275465 /oracle/9.2.0.1/jdk/jre/lib/i18n.jar 4161b000-41631000 r--s 00000000 03:01 1275463 /oracle/9.2.0.1/jdk/jre/lib/sunrsasign.jar 436d9000-436da000 r--p 00000000 21:06 456087 /usr/share/locale/en_US/LC_IDENTIFICATION 436da000-436db000 r--p 00000000 21:06 456086 /usr/share/locale/en_US/LC_MEASUREMENT 436db000-436dc000 r--p 00000000 21:06 456082 /usr/share/locale/en_US/LC_TELEPHONE 436dc000-436dd000 r--p 00000000 21:06 456088 /usr/share/locale/en_US/LC_ADDRESS 436dd000-436de000 r--p 00000000 21:06 456084 /usr/share/locale/en_US/LC_NAME 436de000-436df000 r--p 00000000 21:06 456083 /usr/share/locale/en_US/LC_PAPER 436df000-436e0000 r--p 00000000 21:06 765559 /usr/share/locale/en_US/LC_MESSAGES/SYS_LC_MESSAGES 4972f000-4975a000 r--p 00000000 21:06 1091301 /usr/share/locale/ISO-8859-1/LC_CTYPE 4975a000-4975b000 r--p 00000000 21:06 456085 /usr/share/locale/en_US/LC_MONETARY 4975b000-49761000 r--p 00000000 21:06 1091300 /usr/share/locale/ISO-8859-1/LC_COLLATE 49761000-49762000 r--p 00000000 21:06 456081 /usr/share/locale/ |
From: <dom...@so...> - 2003-06-24 09:36:39
|
Hi all, I'm trying to use compressed DDS files in my program. I started by writing my own DDS file reader, referencing nVidia's tutorial (http://developer.nvidia.com/view.asp?IO=OpenGL_S3TC_tutorial) together with the source code of DevIL, and information on MSDN. I can now load the file successfully, and I've checked that all the data loaded are correct (where I verify the header items one-by-one, and sampling the image data for correctness). The problem is, after loading the data into the texture object using glCompressedTexImage2D, I see nothing on there screen (where a simple triangle is rendered). I've double checked that the rendering code is correct (if I map a .tga texture using the tga loader, the triangle is displayed with texture mapped). So I have no idea what's the problem for now. I suspected that I'm not using the correct data type for the data array, but after trying all possible choice I still got nothing on the screen. Could anyone please give me some hints about this? Thank you. Regards, Dominic The source code I used for loading the DDS file are listed below. Currently I'm only handling file compressed by the DXT3 format. // This class represents the header of a DDS file. public class DDSFormatDescriptor { public static final int DDSD_CAPS = 0x00000001; public static final int DDSD_HEIGHT = 0x00000002; public static final int DDSD_WIDTH = 0x00000004; public static final int DDSD_PITCH = 0x00000008; public static final int DDSD_PIXELFORMAT = 0x00001000; public static final int DDSD_MIPMAPCOUNT = 0x00020000; public static final int DDSD_LINEARSIZE = 0x00080000; public static final int DDSD_DEPTH = 0x00800000; public static final int DDPF_ALPHAPIXELS = 0x00000001; public static final int DDPF_FOURCC = 0x00000004; public static final int DDPF_RGB = 0x00000040; public static final int DDSCAPS_COMPLEX = 0x00000008; public static final int DDSCAPS_TEXTURE = 0x00001000; public static final int DDSCAPS_MIPMAP = 0x00400000; public char [] signature = new char[4]; public int size; public int flags; public int height; public int width; public int linearSize; public int depth; public int mipMapCount; public int alphaBitDepth; public int [] reserved1 = new int[10]; public int size2; public int flags2; public char [] fourCC = new char[4]; public int rgbBitCount; public int rBitMask; public int gBitMask; public int bBitMask; public int rgbaAlphaBitMask; public int ddsCaps1; public int ddsCaps2; public int ddsCaps3; public int ddsCaps4; public int textureStage; }; // This is the file object. Consisted of the header, and the data array. public class DDSFile { public DDSFormatDescriptor ddsfd; public byte [][] data; } // This class actually load the dds file from this. public class DDSHandler { public DDSHandler() { } public int readIntSwapped(DataInputStream dataInputStream) { try { int a, b, c, d; a = dataInputStream.read(); b = dataInputStream.read(); c = dataInputStream.read(); d = dataInputStream.read(); return (((d & 0xff) << 24) | ((c & 0xff) << 16) | ((b & 0xff) << 8) | (a & 0xff)); } catch (Exception e) { return (-1); } } public DDSFile load(String fileName) { try { File file = new File(fileName); FileInputStream in = new FileInputStream(file); DataInputStream din = new DataInputStream(in); DDSFormatDescriptor ddsfd = new DDSFormatDescriptor(); ddsfd.signature[0] = (char) din.readUnsignedByte(); ddsfd.signature[1] = (char) din.readUnsignedByte(); ddsfd.signature[2] = (char) din.readUnsignedByte(); ddsfd.signature[3] = (char) din.readUnsignedByte(); ddsfd.size = readIntSwapped(din); ddsfd.flags = readIntSwapped(din); ddsfd.height = readIntSwapped(din); ddsfd.width = readIntSwapped(din); ddsfd.linearSize = readIntSwapped(din); ddsfd.depth = readIntSwapped(din); ddsfd.mipMapCount = readIntSwapped(din); ddsfd.alphaBitDepth = readIntSwapped(din); for (int i = 0; i < 10; i++) { ddsfd.reserved1[i] = readIntSwapped(din); } ddsfd.size2 = readIntSwapped(din); ddsfd.flags2 = readIntSwapped(din); for (int i = 0; i < 4; i++) { ddsfd.fourCC[i] = (char) din.readUnsignedByte(); } ddsfd.rgbBitCount = readIntSwapped(din); ddsfd.rBitMask = readIntSwapped(din); ddsfd.gBitMask = readIntSwapped(din); ddsfd.bBitMask = readIntSwapped(din); ddsfd.rgbaAlphaBitMask = readIntSwapped(din); ddsfd.ddsCaps1 = readIntSwapped(din); ddsfd.ddsCaps2 = readIntSwapped(din); ddsfd.ddsCaps3 = readIntSwapped(din); ddsfd.ddsCaps4 = readIntSwapped(din); ddsfd.textureStage = readIntSwapped(din); DDSFile ddsFile = new DDSFile(ddsfd); int mipMapCount = ddsfd.mipMapCount; ddsFile.data = new byte[mipMapCount][]; int mipMapWidth = ddsfd.width; int mipMapHeight = ddsfd.height; for (int i = 0; i < mipMapCount; i++) { int size = (mipMapWidth / 4) * (mipMapHeight / 4) * 16; int bufferSize = size; if (size < 16) { bufferSize = 16; } ddsFile.data[i] = new byte[bufferSize]; for (int j = 0; j < bufferSize; j++) { ddsFile.data[i][j] = (byte) din.readUnsignedByte(); // I use this line to verify that my data is correct. System.out.println(ddsFile.data[i][j]); } mipMapWidth /= 2; mipMapHeight /= 2; } return (ddsFile); } catch (Exception e) { e.printStackTrace(); return (null); } } public static void main(String[] args) { new DDSHandler().load("c:/test.dds"); } } // Finally, the code in the GLEventListener for loading the texture, and render it. // Started with something else... DDSFile ddsFile = ddsHandler.load("c:/data/skybox/bluedream_negx.dds"); gl.glGenTextures(1, compressedTextureID); gl.glBindTexture(GL_TEXTURE_2D, compressedTextureID[0]); int width = ddsFile.getWidth(); int height = ddsFile.getHeight(); for (int i = 0; i < 1; i++) { gl.glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, width, height, 0, ddsFile.data[i].length, ddsFile.data[i]); width /= 2; height /= 2; } // And then in the rendering loop... gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glTranslatef(-1.0f, 0.0f, -10.0f); gl.glColor3f(1.0f, 1.0f, 1.0f); gl.glEnable(gl.GL_TEXTURE_2D); gl.glPushMatrix(); gl.glBindTexture(GL_TEXTURE_2D, compressedTextureID); gl.glBegin(GL_TRIANGLES); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(0.0f, 0.0f, 0.0f); gl.glTexCoord2f(10.0f, 0.0f); gl.glVertex3f(1.0f, 0.0f, 0.0f); gl.glTexCoord2f(0.0f, 10.0f); gl.glVertex3f(0.0f, 1.0f, 0.0f); gl.glEnd(); gl.glPopMatrix(); glDrawable.repaint(); |
From: Kenneth B. R. <kbr...@al...> - 2003-06-23 07:36:58
|
> Sounds like some folks on Apple's java-dev list have had more > success building JOGL on Mac OS X, but it still does not run > there. If any of you are working on this, you should > coordinate with a couple of them. Gerard Ziemski and I have been working on the OS X port of Jogl anew for a few days; what's checked in to the Jogl source tree at the moment does work with Apple's NSOpenGLView, but the GLCanvas and GLJPanel aren't implemented. Gerard sent email this weekend indicating the OS X GLCanvas implementation is working, so hopefully this should be checked in soon, at which point the OS X build should work pretty smoothly. -Ken |
From: Kenneth B. R. <kbr...@al...> - 2003-06-23 07:33:20
|
> Well I moved my app to jogl this week and all is working fine ;) > > I didn't noticed that my app is faster but it is no slower ! > > It seems that it is not possible to control the framerate in the app as with GL4JAVA > > I think that it is an interesting option to avoid application > "eating" all CPU ressources We aimed to keep the initial Jogl animation API very minimal because this can be done at the application level. However if you decide to extend the Animator class to support this please let us know. -Ken |
From: Scott V. <vo...@nc...> - 2003-06-22 15:28:56
|
OK, sorry for the noise. I fixed my scene graph implementation. I'm guessing from your silence that Java3d over JOGL or gl4java is not interesting to you... or your just not reading this over the weekend. ;-) Sounds like some folks on Apple's java-dev list have had more success building JOGL on Mac OS X, but it still does not run there. If any of you are working on this, you should coordinate with a couple of them. I still want to be able to build gl4java on Mac OS X, particularly now that I know JOGL is not ready for Mac OS X yet. Anyone done this recently? Scott At 11:07 PM -0400 6/21/03, Scott Vorthmann wrote: >I misstated the problem with GLFunc.glCallList... my scene graph implementation in terms of display lists is almost certainly naive. I'm sure glCallList works, but I'm somehow compiling the lists at the wrong time, or calling the wrong lists. > >The symptom is this: I'm trying to render 6 different polyhedra in 6 different materials (colors), but when I render the Nth of the polyhedra, all N-1 previous polyhedra take on the new material. > >Anyway, I still need help with building JOGL, and review of my scene graph implementation. > >Thank you, > >Scott > > >>Hi, all, >> >>I've been using a combination of gl4java and a slightly modified JFree-D, to achieve a measure of Java3d support on Mac OS X. There are lots of features unimplemented in JFree-D, but the thing I miss most is the performance of a real Java3d implementation. When I watch my app run on Windows, there's at least a 10X speedup during rotations of complex 3D objects. >> >>So, I rolled up my sleeves to see if I could fix JFree-D, or just code directly to gl4java or jogl. Basically, I started reading up on OpenGL. >> >>I soon discovered display lists, and soon thereafter discovered that JFree-D largely ignores this optimization. This means that where I could be sending one integer across the JNI boundary, I'm sending thousands of 4x4 double arrays! >> >>Now, I've cleaned up and reorganized JFree-D, and implemented the obvious mapping from a scene graph to display lists, using a visitor pattern. (This allows me to encapsulate the gl4java dependency in one or two classes, rather than having it sprinkled throughout JFree-D.) >> >>However... GLFunc.glCallList does not seem to work. Ever. Nothing happens. >> >>I want to share my improved JFree-D with the world, so others can improve upon it and benefit from it. (Particularly since the folks at Apple and Sun cannot seem to get over whatever their problem is to bring out a real Java3d on Mac OS X.) But I can't go forward until I can get the DLs to work. >> >>I've tried building gl4java on Mac OS X, with little success... so I can't really determine if the problem is there (I doubt it) or in JFree-D (almost certainly). >> >>One way to check would be to build a jogl version of JFree-D, which will be fairly easy with my visitor encapsulation of the rendering. However, I have been unable to get jogl to build on Mac OS X either. >> >>So, I need help building gl4java or jogl or both. The benefit would be a new, optimized, free Java3d implementation. I know most of you folks prefer to stay "close to the renderer", so you may not care. But I'm hoping I'm wrong. >> >>It would also be great if someone could look over my gl4java calls in JFree-D, to point out whatever obvious thing I seem to have missed. I can send a snapshot to anyone who wants to take a look. >> >>Thank you in advance, >> >>Scott >>-- >>Scott Vorthmann >>vo...@cs... >>http://www.vorthmann.org/ >> >>716 Carl Dr >>Chapel Hill, NC 27516 >> >>919 960 8583 >> >> >>------------------------------------------------------- >>This SF.Net email is sponsored by: INetU >>Attention Web Developers & Consultants: Become An INetU Hosting Partner. >>Refer Dedicated Servers. We Manage Them. You Get 10% Monthly Commission! >>INetU Dedicated Managed Hosting http://www.inetu.net/partner/index.php >>_______________________________________________ >>gl4java-usergroup mailing list >>gl4...@li... >>https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Scott V. <vo...@nc...> - 2003-06-22 03:07:09
|
I misstated the problem with GLFunc.glCallList... my scene graph implementation in terms of display lists is almost certainly naive. I'm sure glCallList works, but I'm somehow compiling the lists at the wrong time, or calling the wrong lists. The symptom is this: I'm trying to render 6 different polyhedra in 6 different materials (colors), but when I render the Nth of the polyhedra, all N-1 previous polyhedra take on the new material. Anyway, I still need help with building JOGL, and review of my scene graph implementation. Thank you, Scott >Hi, all, > >I've been using a combination of gl4java and a slightly modified JFree-D, to achieve a measure of Java3d support on Mac OS X. There are lots of features unimplemented in JFree-D, but the thing I miss most is the performance of a real Java3d implementation. When I watch my app run on Windows, there's at least a 10X speedup during rotations of complex 3D objects. > >So, I rolled up my sleeves to see if I could fix JFree-D, or just code directly to gl4java or jogl. Basically, I started reading up on OpenGL. > >I soon discovered display lists, and soon thereafter discovered that JFree-D largely ignores this optimization. This means that where I could be sending one integer across the JNI boundary, I'm sending thousands of 4x4 double arrays! > >Now, I've cleaned up and reorganized JFree-D, and implemented the obvious mapping from a scene graph to display lists, using a visitor pattern. (This allows me to encapsulate the gl4java dependency in one or two classes, rather than having it sprinkled throughout JFree-D.) > >However... GLFunc.glCallList does not seem to work. Ever. Nothing happens. > >I want to share my improved JFree-D with the world, so others can improve upon it and benefit from it. (Particularly since the folks at Apple and Sun cannot seem to get over whatever their problem is to bring out a real Java3d on Mac OS X.) But I can't go forward until I can get the DLs to work. > >I've tried building gl4java on Mac OS X, with little success... so I can't really determine if the problem is there (I doubt it) or in JFree-D (almost certainly). > >One way to check would be to build a jogl version of JFree-D, which will be fairly easy with my visitor encapsulation of the rendering. However, I have been unable to get jogl to build on Mac OS X either. > >So, I need help building gl4java or jogl or both. The benefit would be a new, optimized, free Java3d implementation. I know most of you folks prefer to stay "close to the renderer", so you may not care. But I'm hoping I'm wrong. > >It would also be great if someone could look over my gl4java calls in JFree-D, to point out whatever obvious thing I seem to have missed. I can send a snapshot to anyone who wants to take a look. > >Thank you in advance, > >Scott >-- >Scott Vorthmann >vo...@cs... >http://www.vorthmann.org/ > >716 Carl Dr >Chapel Hill, NC 27516 > >919 960 8583 > > >------------------------------------------------------- >This SF.Net email is sponsored by: INetU >Attention Web Developers & Consultants: Become An INetU Hosting Partner. >Refer Dedicated Servers. We Manage Them. You Get 10% Monthly Commission! >INetU Dedicated Managed Hosting http://www.inetu.net/partner/index.php >_______________________________________________ >gl4java-usergroup mailing list >gl4...@li... >https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Scott V. <vo...@cs...> - 2003-06-21 21:25:41
|
Hi, all, I've been using a combination of gl4java and a slightly modified JFree-D, to achieve a measure of Java3d support on Mac OS X. There are lots of features unimplemented in JFree-D, but the thing I miss most is the performance of a real Java3d implementation. When I watch my app run on Windows, there's at least a 10X speedup during rotations of complex 3D objects. So, I rolled up my sleeves to see if I could fix JFree-D, or just code directly to gl4java or jogl. Basically, I started reading up on OpenGL. I soon discovered display lists, and soon thereafter discovered that JFree-D largely ignores this optimization. This means that where I could be sending one integer across the JNI boundary, I'm sending thousands of 4x4 double arrays! Now, I've cleaned up and reorganized JFree-D, and implemented the obvious mapping from a scene graph to display lists, using a visitor pattern. (This allows me to encapsulate the gl4java dependency in one or two classes, rather than having it sprinkled throughout JFree-D.) However... GLFunc.glCallList does not seem to work. Ever. Nothing happens. I want to share my improved JFree-D with the world, so others can improve upon it and benefit from it. (Particularly since the folks at Apple and Sun cannot seem to get over whatever their problem is to bring out a real Java3d on Mac OS X.) But I can't go forward until I can get the DLs to work. I've tried building gl4java on Mac OS X, with little success... so I can't really determine if the problem is there (I doubt it) or in JFree-D (almost certainly). One way to check would be to build a jogl version of JFree-D, which will be fairly easy with my visitor encapsulation of the rendering. However, I have been unable to get jogl to build on Mac OS X either. So, I need help building gl4java or jogl or both. The benefit would be a new, optimized, free Java3d implementation. I know most of you folks prefer to stay "close to the renderer", so you may not care. But I'm hoping I'm wrong. It would also be great if someone could look over my gl4java calls in JFree-D, to point out whatever obvious thing I seem to have missed. I can send a snapshot to anyone who wants to take a look. Thank you in advance, Scott -- Scott Vorthmann vo...@cs... http://www.vorthmann.org/ 716 Carl Dr Chapel Hill, NC 27516 919 960 8583 |
From: Enrique D. <enr...@ya...> - 2003-06-21 10:22:29
|
Well I moved my app to jogl this week and all is working fine ;) I didn't noticed that my app is faster but it is no slower ! It seems that it is not possible to control the framerate in the app as with GL4JAVA I think that it is an interesting option to avoid application "eating" all CPU ressources --------------------------------- Do you Yahoo!? SBC Yahoo! DSL - Now only $29.95 per month! |
From: Pepijn V. E. <pep...@lu...> - 2003-06-17 07:16:51
|
Kenneth B. Russell wrote: > > Would you consider implementing this in Jogl? > Sure, I'll try to take a look at the source code tonight... Pepijn > -Ken > > |
From: Kenneth B. R. <kbr...@al...> - 2003-06-17 02:27:45
|
> I implemented context creation/destruction in GL4Java by overriding > addNotify and removeNotify. The java api docs state that in these method > components are hooked up to and detached from their native peers > respectively. > I haven't checked when exactly everything is created and destroyed in > jogl, so it might already be doing this. :) No, we definitely aren't handling this correctly yet. Would you consider implementing this in Jogl? -Ken |
From: Pepijn V. E. <pep...@lu...> - 2003-06-16 15:41:41
|
> > I think we might need to override something like dispose() in > GLCanvas to get earlier notifications that the component has been > removed from the hierarchy; I'll try to ask the AWT developers > about this this week. (I work on the JVM and am not an AWT > expert.) > I implemented context creation/destruction in GL4Java by overriding addNotify and removeNotify. The java api docs state that in these method components are hooked up to and detached from their native peers respectively. I haven't checked when exactly everything is created and destroyed in jogl, so it might already be doing this. :) Pepijn |
From: Combe, C. <C....@na...> - 2003-06-16 15:26:06
|
b.t.w., i didn't mean to imply that the existence of this bug was a sign of incompetence on behalf of the developers - just that I could try to fix it myself even though I'm not the most experienced of programmers. In general I would like to be more involved with the developemnt of the java/Gl binding but tend to think that not knowing C would limit my usefulness. I will look at the area of code you highlighted when I start working with JoGL, cheers, colin -----Original Message----- From: Kenneth B. Russell To: Colin Combe Cc: gl4...@li... Sent: 6/16/03 4:01 PM Subject: Re: [gl4java-usergroup] moving to jogl > However, does the fact that : > >The OpenGL context handling and > >interaction with the window system has been > >completely redesigned and is in fact now written in Java instead > >of in C. > mean that a reasonably competent java programmer might be able to fix it? > What exactly is the problem? I just checked the source code and it looks like we planned ahead for this but just haven't stress tested it yet. See roughly line 156 in src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java and roughly line 142 in src/net/java/games/jogl/impl/x11/X11OnscreenGLContext.java, in particular the checking for JAWT_LOCK_SURFACE_CHANGED. I don't know whether that will be sufficient; in particular I think if a canvas is being animated and it's removed from its parent it will probably start returning JAWT_LOCK_ERROR, which will cause the GLException a few lines earlier to be thrown. -Ken |
From: Kenneth B. R. <kbr...@al...> - 2003-06-16 15:11:48
|
> There are 2 killer bugs right now for the use of GL4Java in medical > imaging software. They are, the inability to safely add and remove > GL enabled canvases from a parent, and the inability to work on > multiple heterogeneous monitors. These are not problems in the java > side code of GL4Java, > the problem is in the actual JVM source code. My company has the > source code to the JRE. We can compare it to the SWT source. We > even see the problem. My boss is done waiting though. So we made > our own binding under SWT. Could you please provide more details on where exactly you think the bug is in the JRE? > JoGL STILL has the add and remove bug. Although to their credit, > the code is FAR more clean, and GlueGen is something I think EVERY > developer should be looking at right now, and not just for GL. I did, > however, have hopes that since Ken was one of the developers the > internal machinery at Sun or JavaSoft would fix those problems. They > did not. We didn't have time to stress test this before JavaOne. Now that that rush is over we can do so. As I've mentioned in another mail to this mailing list, there was already some amount of planning ahead in the Jogl sources for this case; see roughly line 156 in src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java and roughly line 142 in src/net/java/games/jogl/impl/x11/X11OnscreenGLContext.java, in particular the checking for JAWT_LOCK_SURFACE_CHANGED. I don't know whether that will be sufficient; in particular I think if a canvas is being animated and it's removed from its parent it will probably start returning JAWT_LOCK_ERROR, which will cause the GLException a few lines earlier to be thrown. I think we might need to override something like dispose() in GLCanvas to get earlier notifications that the component has been removed from the hierarchy; I'll try to ask the AWT developers about this this week. (I work on the JVM and am not an AWT expert.) > I hope JoGL or GL4Java will rectify this insane situation in > the very near future. If you need my help or our binding code, > just let me know Yes, please do help us out. Jogl is a community effort which is why it's open source on a collaborative site. If you can provide a test case illustrating an error, help fix the bug, show where in the JRE any underlying bug is, or any or all of the above, we'd appreciate your help. -Ken |
From: Kenneth B. R. <kbr...@al...> - 2003-06-16 15:01:49
|
> However, does the fact that : > >The OpenGL context handling and > >interaction with the window system has been > >completely redesigned and is in fact now written in Java instead > >of in C. > mean that a reasonably competent java programmer might be able to fix it? > What exactly is the problem? I just checked the source code and it looks like we planned ahead for this but just haven't stress tested it yet. See roughly line 156 in src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java and roughly line 142 in src/net/java/games/jogl/impl/x11/X11OnscreenGLContext.java, in particular the checking for JAWT_LOCK_SURFACE_CHANGED. I don't know whether that will be sufficient; in particular I think if a canvas is being animated and it's removed from its parent it will probably start returning JAWT_LOCK_ERROR, which will cause the GLException a few lines earlier to be thrown. -Ken |
From: <aco...@mi...> - 2003-06-16 14:43:20
|
Hi Tobias, You should fill an issue at http://jogl.dev.java.net/servlets/ProjectIssues requesting for that multiple canvas add/remove feature. And if you have an idea of were the problem is located in the JRE, explain it so it may speed up the fix ! Alban Cousini=E9 Mind2Machine -----Message d'origine----- De=A0: gl4...@li... [mailto:gl4...@li...] De la part de Tobias L. George Envoy=E9=A0: lundi 16 juin 2003 15:32 =C0=A0: gl4...@li... Objet=A0: [gl4java-usergroup] Java Binding Mess . . . or . . . Why = GL4Java AND JoGL currently SUCK Sorry for the inflammatory subject line. However, for a while now I have been working with OpenGL from the Java platform. To keep a long story short, because of the bugs, my company's direction has turned to making a FAR more stable binding under SWT. That is where I've been for the past two weeks Pepjin. Why ? Read on . . . There are 2 killer bugs right now for the use of GL4Java in medical imaging software. They are, the inability to safely add and remove GL enabled canvases from a parent, and the inability to work on multiple heterogeneous monitors. These are not problems in the java side code of GL4Java, the problem is in the actual JVM source code. My company has the source code to the JRE. We can compare it to the SWT source. We even see the problem. My boss is done waiting though. So we made our own binding under SWT. Just when I finished that binding and got it debugged and going through QA in house, along came JoGL. I thought, GREAT let me integrate this and I won't have to support our own binding. FALSE. It was the Almighty toying with me again. He likes to do that from time to time. JoGL STILL has the add and remove bug. Although to their credit, the code is FAR more clean, and GlueGen is something I think EVERY developer should be looking at right now, and not just for GL. I did, however, have hopes that since Ken was one of the developers the internal machinery at Sun or JavaSoft would fix those problems. They did not. What you need to understand about MY industry is that it is regulated by the FDA. That JoGL or GL4Java kind of work is not good enough. My applications have to work completely. Now working completely is something that can be done with Java, I know, because we're doing it with SWT. So why does Sun not just fix these problems and let me concentrate on my imaging and pathology algorithms. I am a mathemetician by training, and we are notoriously lazy. So anything that obliges us=20 to work engenders no end of ill-will in our minds. I have often told my niece to remember in her nightly prayers to beseech the Almighty to consign those at Sun responsible for this situation to the darkest depths of Perdition. I'm sorry, I'm black, when we get a little worked up, we get poetic, but I think you all know the point I'm making. Working in GL under Java should NOT be this frustrating. And you should DEFINITELY NOT have to make your own bindings. I hope JoGL or GL4Java will rectify this insane situation in the very near future. If you need my help or our binding code, just let me know, but my since is that the last major bugs will have to be addressed from JavaSoft's side to be done elegantly. I am going to integrate GlueGen into the SWT binding however, and some of the little coding tricks for Cg will be usefull here too. But=20 overall it is too early for me to integrate an open source binding with our product. In closing, I'd like to say that my little open source odyssey has been enjoyable despite the frustrations. It is good to see that open source GL bindings are at least moving forward in terms of code quality and community interest. I do believe the remaining bugs will be addressed by Sun, but they will not be addressed on my time frame, and so I will reconsider integration with an open source package later. In the end though, my company will be using an open source binding because the quality will be there=20 in the future. So this e-mail should not be taken as a knock against that. The quality is there right now, the remaining bugs are JRE bugs in my opinion. They just happen to be bugs that won't pass QA here. So you guys are doing a great job, and I hope to be integrating with you sooner rather than later. Peace, Love, and Hair Grease -TOBY ------------------------------------------------------- This SF.NET email is sponsored by: eBay Great deals on office technology -- on eBay now! Click here: http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Tobias L. G. <tg...@ul...> - 2003-06-16 13:36:27
|
Sorry for the inflammatory subject line. However, for a while now I have been working with OpenGL from the Java platform. To keep a long story short, because of the bugs, my company's direction has turned to making a FAR more stable binding under SWT. That is where I've been for the past two weeks Pepjin. Why ? Read on . . . There are 2 killer bugs right now for the use of GL4Java in medical imaging software. They are, the inability to safely add and remove GL enabled canvases from a parent, and the inability to work on multiple heterogeneous monitors. These are not problems in the java side code of GL4Java, the problem is in the actual JVM source code. My company has the source code to the JRE. We can compare it to the SWT source. We even see the problem. My boss is done waiting though. So we made our own binding under SWT. Just when I finished that binding and got it debugged and going through QA in house, along came JoGL. I thought, GREAT let me integrate this and I won't have to support our own binding. FALSE. It was the Almighty toying with me again. He likes to do that from time to time. JoGL STILL has the add and remove bug. Although to their credit, the code is FAR more clean, and GlueGen is something I think EVERY developer should be looking at right now, and not just for GL. I did, however, have hopes that since Ken was one of the developers the internal machinery at Sun or JavaSoft would fix those problems. They did not. What you need to understand about MY industry is that it is regulated by the FDA. That JoGL or GL4Java kind of work is not good enough. My applications have to work completely. Now working completely is something that can be done with Java, I know, because we're doing it with SWT. So why does Sun not just fix these problems and let me concentrate on my imaging and pathology algorithms. I am a mathemetician by training, and we are notoriously lazy. So anything that obliges us to work engenders no end of ill-will in our minds. I have often told my niece to remember in her nightly prayers to beseech the Almighty to consign those at Sun responsible for this situation to the darkest depths of Perdition. I'm sorry, I'm black, when we get a little worked up, we get poetic, but I think you all know the point I'm making. Working in GL under Java should NOT be this frustrating. And you should DEFINITELY NOT have to make your own bindings. I hope JoGL or GL4Java will rectify this insane situation in the very near future. If you need my help or our binding code, just let me know, but my since is that the last major bugs will have to be addressed from JavaSoft's side to be done elegantly. I am going to integrate GlueGen into the SWT binding however, and some of the little coding tricks for Cg will be usefull here too. But overall it is too early for me to integrate an open source binding with our product. In closing, I'd like to say that my little open source odyssey has been enjoyable despite the frustrations. It is good to see that open source GL bindings are at least moving forward in terms of code quality and community interest. I do believe the remaining bugs will be addressed by Sun, but they will not be addressed on my time frame, and so I will reconsider integration with an open source package later. In the end though, my company will be using an open source binding because the quality will be there in the future. So this e-mail should not be taken as a knock against that. The quality is there right now, the remaining bugs are JRE bugs in my opinion. They just happen to be bugs that won't pass QA here. So you guys are doing a great job, and I hope to be integrating with you sooner rather than later. Peace, Love, and Hair Grease -TOBY |
From: Combe, C. <C....@na...> - 2003-06-16 10:43:38
|
hi, first of all, thanks to all the people who put so much time and effort into providing a java/openGL binding. Without it i might end up being forced into learning a language other than Java ;) secondly, Ken Russell wrote: > There are still some features missing like correct >support of adding/removing GLCanvas objects from a frame over and >over again, but this should be a relatively small addition and >I'm hopeful that it can be done without changes to the public >API. oh no, not again :) this caused me quite a lot of grief when using gl4java. However, does the fact that : >The OpenGL context handling and >interaction with the window system has been >completely redesigned and is in fact now written in Java instead >of in C. mean that a reasonably competent java programmer might be able to fix it? What exactly is the problem? cheers, colin |