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From: Kenneth B. R. <kbr...@al...> - 2003-06-16 05:29:02
|
> The Magician Api for opengl contains a class to construct a Trackball for 3d > viewing using the mouse. Apparently, neither GL4Java and Jogl offers it. > Does anyone have the appropriate code for the matrix transformations? I am > relatively new to the concept of bounding sphere etc... Thanks Gleem's ExaminerViewer has code to do this. See http://www.media.mit.edu/~kbrussel/gleem/ A revised version of gleem released under the BSD license will be checked into the Jogl source tree in the near future. -Ken |
From: Peter A. <kaf...@xt...> - 2003-06-16 04:41:22
|
>>(and I should probably search for a Jogl mailing list for the questions... >>but I haven't decided if I should move over...) >> >> > >If people don't want to see answers to these questions on this >mailing list (I was an active developer of GL4Java for over a >year) please let me know privately, otherwise for the time being >I'll continue to answer them. > >-Ken > > For what it;s worth., I'd be glad if you continued to respond here. Especially given that there is no discussion forum yet for Jogl (bad developer!) and also that Jogl will be clearly of interest to gl4java users. Thanks, Peter. |
From: Alvin C. <dot...@ho...> - 2003-06-16 03:40:38
|
The Magician Api for opengl contains a class to construct a Trackball for 3d viewing using the mouse. Apparently, neither GL4Java and Jogl offers it. Does anyone have the appropriate code for the matrix transformations? I am relatively new to the concept of bounding sphere etc... Thanks _________________________________________________________________ Send a fun phone greeting to your friend! http://www.msn.com.sg/mobile/fungreetings/ |
From: Kenneth B. R. <kbr...@al...> - 2003-06-16 02:49:30
|
> Jogl question.. > > Anyone having troubles getting the demos to work with ATI Radeon 9700? I > can get the gears to load and run super fast... but after resizing the > screen, it crashes > > An unexpected exception has been detected in native code outside the VM. > Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x78ABA316 > Function=[Unknown.] > Library=(N/A) We haven't yet stress-tested Jogl with any non-NVidia cards yet but it's at the top of my to-do list. Possibly we're doing something wrong in the context management code, or possibly ATI's drivers are more fragile in some way than NVidia's. Did you get a Java-level stack trace out of the error report? When you say "resizing the screen", do you mean resizing the window? > And I couldn't get the VertexArrayRange to run at all (OpenGL routine > "glVertexArrayRangeNV" not available) > > Is this because I received the DLL file from Pepijn and didn't compile it > myself? No, it's because the VertexArrayRange demo uses an NVidia-specific extension. As Pepijn pointed out in another email, we should port this demo to the vertex_array_object extension. However the semantics of the vertex_array_object calls make them a little tricky to bind into Java correctly which is why they currently aren't exposed yet in the Jogl binding. > (and I should probably search for a Jogl mailing list for the questions... > but I haven't decided if I should move over...) If people don't want to see answers to these questions on this mailing list (I was an active developer of GL4Java for over a year) please let me know privately, otherwise for the time being I'll continue to answer them. -Ken |
From: Pepijn V. E. <pep...@lu...> - 2003-06-15 23:22:02
|
On zondag, jun 15, 2003, at 22:45 Europe/Brussels, Drake Woodring wrote: > Jogl question.. > > Anyone having troubles getting the demos to work with ATI Radeon 9700? > I > can get the gears to load and run super fast... but after resizing the > screen, it crashes > > An unexpected exception has been detected in native code outside the > VM. > Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at > PC=0x78ABA316 > Function=[Unknown.] > Library=(N/A) > No idea on this one. I'm not yet familiar enough with the jogl code to make any reasonable guesses either. I don't think the problem lies in the fact that I compiled the DLL (you never know of course). I compiled the dll on a windows 2000 machine using vc++ 6. > And I couldn't get the VertexArrayRange to run at all (OpenGL routine > "glVertexArrayRangeNV" not available) > glVertexArrayRangeNV is an nvidia specific extension which the radeon 9700 driver does not support AFAIK. (From what I could quickly find on the net it seems only GL_NV_texgen_reflection and GL_NV_blend_square are supported by the driver). IIRC the latest catalyst drivers do support GL_ARB_vertex_buffer_object. Maybe the demo could be ported to use this more standard extension instead of the nvidia specific one. Pepijn > Is this because I received the DLL file from Pepijn and didn't compile > it > myself? > > (and I should probably search for a Jogl mailing list for the > questions... > but I haven't decided if I should move over...) > > > > > ------------------------------------------------------- > 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: Drake W. <dr...@er...> - 2003-06-15 19:46:29
|
Jogl question.. Anyone having troubles getting the demos to work with ATI Radeon 9700? I can get the gears to load and run super fast... but after resizing the screen, it crashes An unexpected exception has been detected in native code outside the VM. Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x78ABA316 Function=[Unknown.] Library=(N/A) And I couldn't get the VertexArrayRange to run at all (OpenGL routine "glVertexArrayRangeNV" not available) Is this because I received the DLL file from Pepijn and didn't compile it myself? (and I should probably search for a Jogl mailing list for the questions... but I haven't decided if I should move over...) |
From: Kenneth B. R. <kbr...@al...> - 2003-06-15 18:13:28
|
> But it seems there are less docs and demos for jogl than for gl4java Yes, sorry about this. There wasn't enough time to produce a lot of documentation as well as get Jogl and the demos done in time for JavaOne. However, the javadocs for the core net.java.games.jogl package should be pretty complete, and the very terse "differences-from-gl4java.txt" in the doc subdirectory should give GL4Java developers an idea of the major API changes. Also, due to some confusion, almost none of the demos we ported made it into the source distribution currently on java.net. This should be addressed in the next week or so. We ported the following non-Cg NVidia demos for JavaOne: - hw_shadowmaps_simple - infinite_shadow_volumes - ProceduralTexturePhysics (water simulation) - vtxprog_refract - vtxprog_warp and the following Cg-based NVidia demos: - runtime_ogl - runtime_ogl_vertex_fragment - High Dynamic Range rendering demo (which we don't have permission, at least not yet, to release sources for) > I've got few questions : > > - are all gl4java capabilities supported in jogl ? All of the functionality of GL4Java and more is supported; OpenGL 1.4 plus all vendor extensions are supported in Jogl. There are a few APIs which are still not exposed to Java because they use complex constructs like void **, but these will be addressed soon. Additionally Jogl has platform-agnostic support for pbuffers in the public API. Currently they're only implemented on Windows but an X11 port should be done soon. Eventually slides from our JavaOne talk should show up at http://java.sun.com/javaone/ ; these include an overview of the differences among GL4Java, LWJGL, Magician, and Jogl. We'll also write up some HTML documentation on this and check it in to the source tree in the near future. > - is it stable ? In terms of API changes Jogl should be fairly stable; that is, it's likely that only API additions and not removals and changes will be done going forward. In terms of the stability of the implementation I'd like to say that it should be more stable than Gl4Java. 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. If something goes wrong, an exception is thrown instead of a VM crash. 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. > - I look at a demo, it seems that there are little things to > change from a GL4JAVA app to a JOGL app , am I right ? (add an > Animator object, all consts in GLENUM class are translated to > GL . XYZ) Yes, in general there are only relatively minor changes required to move from GL4Java to Jogl, though if you'd been using, for example, the GLContext class in GL4Java to manually swap the buffers then your application will require more restructuring. See the documentation in differences-from-gl4java.txt. There is also a script called net.java.games.gluegen.opengl.ConvertFromGL$Java which will make most of the source-level changes for you. -Ken |
From: Enrique D. <enr...@ya...> - 2003-06-15 12:45:12
|
I'm interested too ! --------------------------------- Do you Yahoo!? SBC Yahoo! DSL - Now only $29.95 per month! |
From: Enrique D. <enr...@ya...> - 2003-06-15 12:36:03
|
Hello, Well I'm sad to see that GL4JAVA will not be longer supported ;) That's the first time that I use a wrapper for opengl and I was really surprised how it is easy to use :) Thx for people who have worked on GL4JAVA Nevertheless , seeing that Pepijn suggest to move to JOGL give me desire to update my app with JOGL But it seems there are less docs and demos for jogl than for gl4java I've got few questions : - are all gl4java capabilities supported in jogl ? - is it stable ? - I look at a demo, it seems that there are little things to change from a GL4JAVA app to a JOGL app , am I right ? (add an Animator object, all consts in GLENUM class are translated to GL . XYZ) --------------------------------- Do you Yahoo!? SBC Yahoo! DSL - Now only $29.95 per month! |
From: Peter A. <kaf...@xt...> - 2003-06-14 13:39:43
|
Register on dev.java.net then check it out using your username and password - that worked for me. Peter. Scott Vorthmann wrote: >Pepijn, > >How did you get the source? The CVS "guest" and "anoncvs" accounts did not work for me. > >Scott > > >At 8:49 PM +0200 6/10/03, Pepijn Van Eeckhoudt wrote: > > >>Just a little message to let you guys now that I'm not going to continue working on gl4java. JOGL has been released today (http://games.dev.java.net/) which makes my development obsolete. I spent some time today looking at their source code, and they basically have already implemented everything I had in mind myself. I suggest gl4java users move to jogl. BTW I noticed that there are no binaries available yet for jogl. I've already compiled it myself, so if anyone would like a binary, feel free to ask. >> >>Pepijn >> >> >>Attachment converted: Data:PGP.sig 1 (pgDS/----) (00074A44) >> >> > > > >------------------------------------------------------- >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: Scott V. <vo...@cs...> - 2003-06-14 12:59:10
|
Pepijn, How did you get the source? The CVS "guest" and "anoncvs" accounts did not work for me. Scott At 8:49 PM +0200 6/10/03, Pepijn Van Eeckhoudt wrote: >Just a little message to let you guys now that I'm not going to continue working on gl4java. JOGL has been released today (http://games.dev.java.net/) which makes my development obsolete. I spent some time today looking at their source code, and they basically have already implemented everything I had in mind myself. I suggest gl4java users move to jogl. BTW I noticed that there are no binaries available yet for jogl. I've already compiled it myself, so if anyone would like a binary, feel free to ask. > >Pepijn > > >Attachment converted: Data:PGP.sig 1 (pgDS/----) (00074A44) |
From: <aco...@mi...> - 2003-06-13 09:02:02
|
Here is an interesting post I found on puppygames.net about JoGL from one of the authors : Hi Paul, As one of the two authors of Jogl (formerly known as "Jungle"), I can assure you that Jogl is most definitely *not* a port of GL4Java. It is a completely new binding for OpenGL under Java 1.4, written from the ground up. It has several interesting features: 1) It is completely autogenerated from the gl/glext/wgl/wglext/glx/glxext.h headers. When a new GL extension comes out, just re-run the make process and you'll instantly have access to the new function. 2) It comes with a C->Java binding generator that is used for the process mentioned above. This generator parses C header files using a full GNU C grammar and builds an in-memory mapping of all typedefs, enums, structs, pointers, function pointers, etc. It then builds a parallel mapping of Java methods and structures to the C equivalents, and writes all the Java code and JNI code necessary to link the two together. In fact, it's powerful enough to allow you to call C functions that use C structs as parameters or return values, and builds Java-side accessor classes that wrap NIO buffers. This gives you super-fast, completely safe access to native data (no need to pass raw pointers around). IMHO, the "GlueGen" generator that Jogl uses to generate the GL binding is more valuable than the binding itself. 3) It has a clean, autogenerated, platform-independent API for offscreen drawing surfaces (pbuffers), as well as platform dependent routines line glAllocateMemoryNV(). 4) It cleanly handles all the platform-dependent complexities involved with determining whether or not a GL function is callable (meaning it can be called on the host and will do something useful on the client) at runtime. This takes into account the GL versions of the server and client, and the extensions that are exposed on the client and server. Pretty handy, especially if you run on a multimonitor or networked machine. It has hooks to handle the case in which you drag a window from one display (or host) to another, but this is currently waiting on additional JDK support before it can be implemented effective on e.g. Linux. 5) It has composable pipelines, much like Magician did. So you can swap your GL for a DebugGL at will, and DebugGL will do all kinds of error checking under the hood to find GL error conditions in your application. This is invaluable for debugging. 6) It's clean. Ken Russell, the other author, works on the Hotspot team, and went to great lengths to make the internals of the AWT/Swing integration very simple and clean, yet handle all the boundary cases. I think you'll find the source code for GLCanvas much easier to understand and maintain than that of GL4Java. Oh, we also used the GlueGen to build a Java binding for NVidia's Cg language; it's pretty slick. Unfortunately it's not up on the site yet as we're still migrating stuff from our private CVS server. Hopefully it will be there soon, along with all the cool demos we've ported for our JavaOne talk tomorrow. At the very least, please check it out; we tried hard to integrate the best ideas from LWJGL, Magician, and GL4Java while keeping it fast, clean, and easy to use. And remember, Jogl is intended to be part of a community development process, so we're eager to hear about your impressions and suggestions for its development. I think that forums and mailing lists will be set up on the new site soon. -Chris Kline |
From: Alvin C. <dot...@ho...> - 2003-06-13 03:57:03
|
Hi Pepijn, Mind sending the Jogl binaries to me.. thanks! _________________________________________________________________ Download Norah Jones, Eminem and more! http://www.msn.com.sg/ringtones/ at only S$36 including GST |
From: <joh...@ae...> - 2003-06-12 13:17:36
|
Hi. I'm trying to load a texture using PngTextureLoader. When I call: png.readTexture("filename"); I get output to my console saying something like: text size too big: Texture 64*64[image 64*64[bpc 3]], 0!=3D6407 text size too big: Texture 32*32[image 64*64[bpc 3]], 0!=3D6407 ... (lots of similar rows here) ... GL-ERROR: text size can not be negotiated ! The image is 64*64 pixels and *probably* 32bps. I've tried with other images too but it didn't work with those either. Why doesn't it work? /Johan. |
From: kaffiene <kaf...@xt...> - 2003-06-11 22:01:13
|
Scott Vorthmann wrote: >Pepijn, > >I'm curious how far you guys have gotten with your latest efforts. Do you have a new drop that is functionally equivalent to Sven's last one, but easier to build? I recall you talking about removing the C2J step, or similar things. > >I can't say that I'll continue using either GL4Java or JOGL. I use the former currently as a basis for JFreeD, but I'd obviously rather have a *real* Java3D implementation on top of OpenGL on Mac OS X. Unless JOGL is/has a scene graph and other Java3D aspects, I won't be going in that direction. > >I know there are a number of Java3D users frustrated by lack of Mac OS X support. I don't know that anyone else has cobbled together this gl4java+JFreeD solution, but if it were better supported (even a little) they might be very happy. > >Food for thought. > >Scott > > > You could look at OpenMind - it implements a scene graph over GL4Java (plus other things). Peter. |
From: Pepijn V. E. <pep...@lu...> - 2003-06-11 13:40:27
|
Scott Vorthmann wrote: > Pepijn, > > I'm curious how far you guys have gotten with your latest efforts. Do you have a new drop that is functionally equivalent to Sven's last one, but easier to build? I recall you talking about removing the C2J step, or similar things. > > I can't say that I'll continue using either GL4Java or JOGL. I use the former currently as a basis for JFreeD, but I'd obviously rather have a *real* Java3D implementation on top of OpenGL on Mac OS X. Unless JOGL is/has a scene graph and other Java3D aspects, I won't be going in that direction. > > I know there are a number of Java3D users frustrated by lack of Mac OS X support. I don't know that anyone else has cobbled together this gl4java+JFreeD solution, but if it were better supported (even a little) they might be very happy. > > Food for thought. > > Scott > The work I was doing consisted mainly of cleanup up until now (still not 100% done). The version I have now runs fine on windows, but doesn't have any linux or mac os x support yet. I was going to start on the platform support just when jogl was made public... JOGL is an equivalent of gl4java. It's just an opengl binding, nothing more nothing less. So, I'm afraid you're stuck with jfreed for now. BTW jogl does not work on macosx yet. Only win32 and x11 for now. Pepijn |
From: Scott V. <vo...@cs...> - 2003-06-11 12:18:40
|
Pepijn, I'm curious how far you guys have gotten with your latest efforts. Do you have a new drop that is functionally equivalent to Sven's last one, but easier to build? I recall you talking about removing the C2J step, or similar things. I can't say that I'll continue using either GL4Java or JOGL. I use the former currently as a basis for JFreeD, but I'd obviously rather have a *real* Java3D implementation on top of OpenGL on Mac OS X. Unless JOGL is/has a scene graph and other Java3D aspects, I won't be going in that direction. I know there are a number of Java3D users frustrated by lack of Mac OS X support. I don't know that anyone else has cobbled together this gl4java+JFreeD solution, but if it were better supported (even a little) they might be very happy. Food for thought. Scott At 9:58 AM +0200 6/11/03, Pepijn Van Eeckhoudt wrote: >kaffiene wrote: >>Pepijn Van Eeckhoudt wrote: >> >>>Just a little message to let you guys now that I'm not going to continue working on gl4java. JOGL has been released today (http://games.dev.java.net/) which makes my development obsolete. I spent some time today looking at their source code, and they basically have already implemented everything I had in mind myself. I suggest gl4java users move to jogl. BTW I noticed that there are no binaries available yet for jogl. I've already compiled it myself, so if anyone would like a binary, feel free to ask. >>> >>>Pepijn >> >> >>Can I ask what features there were that made it attractive? > >Well, just that it's already finished and already supports opengl 1.4. Also jogl is being developed by three people it seems. gl4java is just me, and I can't work full time on it, so the development speed is much slower. After some more careful consideration however, I'm not so sure I'm ready to drop gl4java just yet. Maybe I'll continue working on it, just for fun. I am wondering if anyone will ever use it though with jogl being available... -- Scott Vorthmann vo...@cs... http://www.vorthmann.org/ 716 Carl Dr Chapel Hill, NC 27516 919 960 8583 |
From: Pepijn V. E. <pep...@lu...> - 2003-06-11 07:58:38
|
kaffiene wrote: > Pepijn Van Eeckhoudt wrote: > >> Just a little message to let you guys now that I'm not going to >> continue working on gl4java. JOGL has been released today >> (http://games.dev.java.net/) which makes my development obsolete. I >> spent some time today looking at their source code, and they basically >> have already implemented everything I had in mind myself. I suggest >> gl4java users move to jogl. BTW I noticed that there are no binaries >> available yet for jogl. I've already compiled it myself, so if anyone >> would like a binary, feel free to ask. >> >> Pepijn > > > Can I ask what features there were that made it attractive? Well, just that it's already finished and already supports opengl 1.4. Also jogl is being developed by three people it seems. gl4java is just me, and I can't work full time on it, so the development speed is much slower. After some more careful consideration however, I'm not so sure I'm ready to drop gl4java just yet. Maybe I'll continue working on it, just for fun. I am wondering if anyone will ever use it though with jogl being available... Pepijn |
From: Pepijn V. E. <pep...@lu...> - 2003-06-10 18:50:55
|
Just a little message to let you guys now that I'm not going to continue working on gl4java. JOGL has been released today (http://games.dev.java.net/) which makes my development obsolete. I spent some time today looking at their source code, and they basically have already implemented everything I had in mind myself. I suggest gl4java users move to jogl. BTW I noticed that there are no binaries available yet for jogl. I've already compiled it myself, so if anyone would like a binary, feel free to ask. Pepijn |
From: Andy L. <do...@ya...> - 2003-06-03 17:57:32
|
I know I have mentioned this project to a couple of you on the list, so if anyone is interested in checking/critiquing this, it's visible as a Java Web Start app. Here's the URL: http://nexus.sporknation.com:8888/app/ You can either select one of the pre-made sorry excuses for "maps", or load one from a Quake 3 .pak file, just browse for the .pak file then enter the name of your map (i.e. q3dm1) Once the viewer has started, use the arrow keys to move around, use the page up/down keys to move straight in along the camera's direction, and drag with the right mouse button to rotate the camera. You may have to click on the window to get the keys to activate. Any questions/comments are welcome. Thanks, Andy Lubbers __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com |
From: Andy L. <do...@ya...> - 2003-06-02 14:43:41
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Here is a method I am using that I found in the Soya 3D engine (was used in the Arkanae game, I have been using it and modifying it to keep it up to date): /** * Converts an awt.image to an array of byte, with 3 color components for each pixel. * @param i the awt image * @return the image data */ protected static byte[] dataFromImageRGB(java.awt.Image i) throws InterruptedException { int width = i.getWidth (null); int height = i.getHeight(null); PixelGrabber pg = new PixelGrabber(i, 0, 0, width, height, true); pg.startGrabbing(); pg.grabPixels(); Object o = pg.getPixels(); if(o instanceof int[]) { byte[] data = new byte[width * height * 3]; int[] p = (int[]) o; int j = 0; for(int k = 0; k < width * height; k++) { data[j++] = getRed (p[k]); data[j++] = getGreen(p[k]); data[j++] = getBlue (p[k]); } return data; } return (byte[]) o; } I hope that's something you were looking for. Andy Lubbers --- Peter Ashford <kaf...@xt...> wrote: > Could anyone tell me how (or point me to code > that shows how) to create > an opengl texture using gl4java from a image.io > source (that is, an > image using the buffered image / raster > classes). > > My problem in particular is how to bridge > between what I can get from > the Raster.getPixels method (an int array) and > data that the openGL > texture creation functions are happy with. > (I'm used to doing this in > C, and dealing with the image data as an array > of unsigned bytes) > > Thanks in advance! > > > > ------------------------------------------------------- > This SF.net email is sponsored by: eBay > Get office equipment for less on eBay! > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com |
From: Peter A. <kaf...@xt...> - 2003-05-31 02:16:11
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Could anyone tell me how (or point me to code that shows how) to create an opengl texture using gl4java from a image.io source (that is, an image using the buffered image / raster classes). My problem in particular is how to bridge between what I can get from the Raster.getPixels method (an int array) and data that the openGL texture creation functions are happy with. (I'm used to doing this in C, and dealing with the image data as an array of unsigned bytes) Thanks in advance! |
From: Andy L. <do...@ya...> - 2003-05-30 22:08:20
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The installer for GL4Java is not very reliable, (in my experience) it's much easier to install the files by hand. Grab files from here: http://jausoft.com/Files/Java/1.1.X/GL4Java/binpkg/ You'll need: libGL4Java2.8.2.0-Linux-glibc2-xf86-x86.tar.gz gl4java2.8.2.0-jar.zip gl4java2.8.2.0-glffonts-jar.zip gl4java2.8.2.0-glutfonts-jar.zip png-1.0a-jar.zip Install the contents of libGL4Java... into /usr/lib, and then make symbolic links of those files in the jre/lib/i386 sub dir of your java runtime directory. Then unzip the zip files (should contain one jar file each) and put those jar files either somewhere in your CLASSPATH or in the jre/lib/ext sub dir of your java directory. That should get everything working. To test it out, you can run java gl4java.GLContext -info to run a test of the OpenGL capabilities of your box. If you have any other questions, let me know or ask the group again. Good Luck, Andy Lubbers --- Marcel Schoen <mar...@ya...> wrote: > Hello, > > I tried to install GL4Java on my SuSE 8 Linux > box. It > has an ATI Radeon 8500 All-In-Wonder card with > a > driver that supports hardware-accelerated 3D > through > OpenGL (which I can see through games like > Serious Sam > or Quake). > > But the installer of GL4Java complains that my > system > does not have OpenGL and tells me to install > MESA... > Any hints about what to do in such a case? > > Thanks, > Marcel Schoen > > __________________________________ > Do you Yahoo!? > Yahoo! Calendar - Free online calendar with > sync to Outlook(TM). > http://calendar.yahoo.com > > > ------------------------------------------------------- > This SF.net email is sponsored by: eBay > Get office equipment for less on eBay! > http://adfarm.mediaplex.com/ad/ck/711-11697-6916-5 > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com |
From: Marcel S. <mar...@ya...> - 2003-05-30 21:45:49
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Hello, I tried to install GL4Java on my SuSE 8 Linux box. It has an ATI Radeon 8500 All-In-Wonder card with a driver that supports hardware-accelerated 3D through OpenGL (which I can see through games like Serious Sam or Quake). But the installer of GL4Java complains that my system does not have OpenGL and tells me to install MESA... Any hints about what to do in such a case? Thanks, Marcel Schoen __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com |
From: Enrique D. <enr...@ya...> - 2003-05-26 19:01:22
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Hi, Well I wrote an app with gl4java using GAnimCanvas and sometimes I get "swap does not get the window" in the msdos window and my app can't run any more I looked at the sources of gl4java and I found that it means that the handle to the window is lost So how can I fix it ? Thx ! --------------------------------- Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. |