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From: Pepijn V. E. <pep...@lu...> - 2003-05-06 18:22:57
|
I agree that that is very useful functionality, but it shouldn't be part of the core GL4Java API. Maybe some kind of daughter project containing utility classes. Pepijn On dinsdag, mei 6, 2003, at 19:54 Europe/Brussels, Kevin Nardi wrote: > I disagree. I don't want to have to use your (or any specific) engine > just > to get some useful utility functions for file loading. Parsing a 3D > Studio > file is difficult on your own, and if someone could write a method to > parse > it and stick it in a wrapper class (like 3DStudioFileWrapper) with > get() > methods for all the important data, that would be a HUGE help. That > doesn't > have anything to do with storing polygons, etc. It just exposes the > file's > important information for reading in a much more object-oriented > fashion. > This of course could be done with many major file formats. > > Thoughts? > > -nano > > ----- Original Message ----- > From: <aco...@mi...> > To: <gl4...@li...> > Sent: Friday, May 02, 2003 5:08 AM > Subject: [gl4java-usergroup] Re : Then new project... > > >> Things I would like to see also. >> >> 1) parsers for many standard 3d file formats. Maybe JavaCC or one of > the >> other java based lex/yacc's > > My opinion is that it is not the role of an OpenGL Binding to handle > file loading, because it requires to set up specific data structures to > handle the storage of polygons, to manage matrix transformations of > objects, textures and cameras (I assume if you want to load an object, > you also want to rotate around and examinate it) : this the purpose of > a > 3D engine and it goes beyond the scope of gl4java. > > This is why I have started the OpenMind project : it is a 3D engine on > top of gl4java. It actually features most of the functionalities you > are > looking for and the code is also open source. It currently loads 3dsMAX > ASE files, and soon parsers will be developed to handle .md3, .3ds and > .obj files. We always need open source developers I want to code a > parser :) > > So if you want to give it a look : http://www.mind2machine.com > > Regards, > > Alban > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > > > > ------------------------------------------------------- > Enterprise Linux Forum Conference & Expo, June 4-6, 2003, Santa Clara > The only event dedicated to issues related to Linux enterprise > solutions > www.enterpriselinuxforum.com > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |
From: Kevin N. <kn...@ca...> - 2003-05-06 17:57:43
|
I disagree. I don't want to have to use your (or any specific) engine just to get some useful utility functions for file loading. Parsing a 3D Studio file is difficult on your own, and if someone could write a method to parse it and stick it in a wrapper class (like 3DStudioFileWrapper) with get() methods for all the important data, that would be a HUGE help. That doesn't have anything to do with storing polygons, etc. It just exposes the file's important information for reading in a much more object-oriented fashion. This of course could be done with many major file formats. Thoughts? -nano ----- Original Message ----- From: <aco...@mi...> To: <gl4...@li...> Sent: Friday, May 02, 2003 5:08 AM Subject: [gl4java-usergroup] Re : Then new project... >Things I would like to see also. > >1) parsers for many standard 3d file formats. Maybe JavaCC or one of the >other java based lex/yacc's My opinion is that it is not the role of an OpenGL Binding to handle file loading, because it requires to set up specific data structures to handle the storage of polygons, to manage matrix transformations of objects, textures and cameras (I assume if you want to load an object, you also want to rotate around and examinate it) : this the purpose of a 3D engine and it goes beyond the scope of gl4java. This is why I have started the OpenMind project : it is a 3D engine on top of gl4java. It actually features most of the functionalities you are looking for and the code is also open source. It currently loads 3dsMAX ASE files, and soon parsers will be developed to handle .md3, .3ds and .obj files. We always need open source developers I want to code a parser :) So if you want to give it a look : http://www.mind2machine.com Regards, Alban ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Pepijn V. E. <pep...@lu...> - 2003-05-02 17:13:48
|
I second Alban's opinion. Pepijn On vrijdag, mei 2, 2003, at 14:08 Europe/Brussels, Alban Cousini=E9 = wrote: >> Things I would like to see also. >> >> 1) parsers for many standard 3d file formats. Maybe JavaCC or one of > the >> other java based lex/yacc's > > My opinion is that it is not the role of an OpenGL Binding to handle > file loading, because it requires to set up specific data structures = to > handle the storage of polygons, to manage matrix transformations of > objects, textures and cameras (I assume if you want to load an object, > you also want to rotate around and examinate it) : this the purpose of=20= > a > 3D engine and it goes beyond the scope of gl4java. > > This is why I have started the OpenMind project : it is a 3D engine on > top of gl4java. It actually features most of the functionalities you=20= > are > looking for and the code is also open source. It currently loads = 3dsMAX > ASE files, and soon parsers will be developed to handle .md3, .3ds and > .obj files. We always need open source developers I want to code a > parser :) > > So if you want to give it a look : http://www.mind2machine.com > > Regards, > > Alban > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |
From: <aco...@mi...> - 2003-05-02 12:09:44
|
>Things I would like to see also. > >1) parsers for many standard 3d file formats. Maybe JavaCC or one of the >other java based lex/yacc's My opinion is that it is not the role of an OpenGL Binding to handle file loading, because it requires to set up specific data structures to handle the storage of polygons, to manage matrix transformations of objects, textures and cameras (I assume if you want to load an object, you also want to rotate around and examinate it) : this the purpose of a 3D engine and it goes beyond the scope of gl4java. This is why I have started the OpenMind project : it is a 3D engine on top of gl4java. It actually features most of the functionalities you are looking for and the code is also open source. It currently loads 3dsMAX ASE files, and soon parsers will be developed to handle .md3, .3ds and .obj files. We always need open source developers I want to code a parser :) So if you want to give it a look : http://www.mind2machine.com Regards, Alban |
From: kaffiene <kaf...@xt...> - 2003-05-01 21:13:34
|
Drake Woodring wrote: >Hi all... long time scanner... but I haven't really talked much in the last >8 months or so. > >I LOVE to see more going on with gl4java! It's great that theres some steam >under the hood! I don't think it was necessary since gl4java is great right >now and I haven't had any troubles at all for what I used it for (creating a >3d engine for some fun stuff to control a hacked arcade machine). > >So whats the new projects priorities? I've seen a few topics. > >1) removing pre 1.4 java code compatibility for stability? >2) Opengl 2.0 textures and shaders? >3) Getting multiple lightweight windows working together? >4) Ant scripts for building the package? > Yes, I think those are all on the to-do list. > >Things I would like to see also. > >1) parsers for many standard 3d file formats. Maybe JavaCC or one of the >other java based lex/yacc's >2) documentation. I know there are some great ones around. But it might be >nice to have some 'official' ones. > I agree. Documentation has been discussed - both improving the official docs and code docs (javadocs). > >I might look at the parsers if others are interested. But it would be nice >to have 2 layers. One that would parse the files themselfs... and one that >would wrap them in objects. This way people could write code to the >wrappers and be able to use multiple file formats... But if you wanted >faster speed and flexability, and you know what file formats you where going >to use... you could just go to the parsers themself. The trouble I have is >that I haven't dealt with many file formats myself, so I probably wouldn't >be a good canditate for creating the wrapper interfaces. > >Thanks all! > > > Nice ideas! Why don't you join the developer's IRC meeting next wednesday? Peter |
From: kaffiene <kaf...@xt...> - 2003-05-01 21:04:43
|
Alban Cousinié wrote: >Hello all, > >For those interested in what was said yesterday at the IRC meeting, >we’ve put a log of the IRC channel online. >It can be found at http://www.mind2machine.com/gl4java/ > >Alban > > > Thanks Alban, I see that the meeting actually started at 5am NZT not 6am! Doh! I'll have to get up earlier next time (which isn't a problem, so no need to change the meeting time) Just one thing: is it possible to get poster's names logged along with their comments? It's hard to follow the flow of conversation otherwise. Cheers! Peter. |
From: Drake W. <dwo...@ci...> - 2003-05-01 12:26:40
|
Hi all... long time scanner... but I haven't really talked much in the last 8 months or so. I LOVE to see more going on with gl4java! It's great that theres some steam under the hood! I don't think it was necessary since gl4java is great right now and I haven't had any troubles at all for what I used it for (creating a 3d engine for some fun stuff to control a hacked arcade machine). So whats the new projects priorities? I've seen a few topics. 1) removing pre 1.4 java code compatibility for stability? 2) Opengl 2.0 textures and shaders? 3) Getting multiple lightweight windows working together? 4) Ant scripts for building the package? Things I would like to see also. 1) parsers for many standard 3d file formats. Maybe JavaCC or one of the other java based lex/yacc's 2) documentation. I know there are some great ones around. But it might be nice to have some 'official' ones. I might look at the parsers if others are interested. But it would be nice to have 2 layers. One that would parse the files themselfs... and one that would wrap them in objects. This way people could write code to the wrappers and be able to use multiple file formats... But if you wanted faster speed and flexability, and you know what file formats you where going to use... you could just go to the parsers themself. The trouble I have is that I haven't dealt with many file formats myself, so I probably wouldn't be a good canditate for creating the wrapper interfaces. Thanks all! |
From: <aco...@mi...> - 2003-05-01 09:59:24
|
Hi all, As I said in yesterday=92s IRC chat, I have uploaded Pepijn stripped version of GL4java to the module named GL4Java2. As a matter of fact, this new version we are building will be gl4java 3.0 rather than gl4java 2.0 because gl4java current release number is already 2.8.0.8 Warning : This is an very early version targeted to gl4java developers (not users) and those downloading it may have hard times compiling it. A compilation script is being worked on and will be available soon. Alban |
From: <aco...@mi...> - 2003-05-01 09:29:47
|
Hello all, For those interested in what was said yesterday at the IRC meeting, we=92ve put a log of the IRC channel online. It can be found at http://www.mind2machine.com/gl4java/ Alban |
From: kaffiene <kaf...@xt...> - 2003-04-30 19:08:01
|
Hi All As discussed earlier in the list, several developers met today on IRC to discuss the future of gl4java. We have decided to go forward with a new version of gl4java. Anyone want to contribute from a development, testing, documentation point of view, or for those who are just interested, we are going to be having weekly IRC meetings to discuss the project. Details: Channel #gl4java on EFNET At 6pm GMT on Wednesdays. p.s. I presume that a log of the first IRC meeting will be posted to this list sometime in the near future. Peter Ashford. |
From: <phi...@ya...> - 2003-04-30 14:49:25
|
hello, I need to get back the coordinates of the polygons I have tesselated (with your help, thank you). So I use the glRenderMode(GL_FEEDBACK). I've experienced two problems: I draw: if(mode == GL_FEEDBACK) gl.glPassThrough(1.0f); gl.glBegin(GL_POINTS); gl.glVertex3f(1f, 1f, 1f); gl.glEnd(); gl.glBegin(GL_POLYGON); gl.glVertex3f(0.0f, 0.0f, 0.0f); gl.glVertex3f(0.0f, 3.0f, 0.0f); gl.glVertex3f(4.0f, 3.0f, 0.0f); gl.glVertex3f(6.0f, 1.5f, 0.0f); gl.glVertex3f(4.0f, 0.0f, 0.0f); gl.glEnd(); then I parse the feedbackBuffer: (with: gl.glFeedbackBuffer(60, GL_3D, feedBuffer);) void printBuffer(int size, float[] buffer) { int count; float token; count = size; System.out.println(" ***********start*************"); while(count != 0) { token = buffer[size - count]; count--; if(token == gl.GL_PASS_THROUGH_TOKEN) { System.out.println("FLAG " + gl.GL_PASS_THROUGH_TOKEN + " " + buffer[size - count]); count--; } else if(token == gl.GL_POINT_TOKEN) { System.out.println("POINT " + gl.GL_POINT_TOKEN); count = print3Dvertex(size, count, buffer); } else if(token == 1799.0f) { System.out.println("FALSE POLYGON " + "1799.0"); count = print3Dvertex(size, count, buffer); count = print3Dvertex(size, count, buffer); } else if(token == GL_POLYGON_TOKEN) { System.out.println("TRUE POLYGON " + gl.GL_POLYGON_TOKEN); float nvertices = buffer[size - count]; count--; for (; nvertices > 0; nvertices--) { print3Dvertex(size, count, buffer); } } else if(token == 1794.0f) { System.out.println("SUMMIT"); count = print3Dvertex(size, count, buffer); count = print3Dvertex(size, count, buffer); } } } Then with "gl.glOrtho(-10.0, 10.0, -10.0, 10.0, 0.0, 100.0);", I get: ***********start************* FLAG 1792 1.0 POINT 1793 i=3 : 288.0 i=4 : 216.0 i=5 : 0.060000002 FALSE POLYGON 1799.0 i=7 : 256.0 i=8 : 192.0 i=9 : 0.06999999 i=10 : 256.0 i=11 : 264.0 i=12 : 0.06999999 SUMMIT i=14 : 256.0 i=15 : 264.0 i=16 : 0.06999999 i=17 : 384.0 i=18 : 264.0 i=19 : 0.06999999 SUMMIT i=21 : 384.0 i=22 : 264.0 i=23 : 0.06999999 i=24 : 448.0 i=25 : 228.0 i=26 : 0.06999999 SUMMIT i=28 : 448.0 i=29 : 228.0 i=30 : 0.06999999 i=31 : 384.0 i=32 : 192.0 i=33 : 0.06999999 SUMMIT i=35 : 384.0 i=36 : 192.0 i=37 : 0.06999999 i=38 : 256.0 i=39 : 192.0 i=40 : 0.06999999 but with: "glu.gluPerspective(45.0f, width / height, 0.1f, 100.0f);", I get: ***********start************* FLAG 1792 1.0 POINT 1793 i=3 : 191.24219 i=4 : 143.4336 i=5 : 0.98431766 FALSE POLYGON 1799.0 i=7 : 99.27344 i=8 : 74.45703 i=9 : 0.986701 i=10 : 99.27344 i=11 : 322.77344 i=12 : 0.986701 SUMMIT i=14 : 99.27344 i=15 : 322.77344 i=16 : 0.986701 i=17 : 540.72656 i=18 : 322.77344 i=19 : 0.986701 SUMMIT i=21 : 540.72656 i=22 : 322.77344 i=23 : 0.986701 i=24 : 639.9961 i=25 : 266.9336 i=26 : 0.986701 SUMMIT i=28 : 639.9961 i=29 : 266.9336 i=30 : 0.986701 i=31 : 639.9961 i=32 : 130.29688 i=33 : 0.986701 SUMMIT i=35 : 639.9961 i=36 : 130.29688 i=37 : 0.986701 i=38 : 540.72656 i=39 : 74.45703 i=40 : 0.986701 SUMMIT i=42 : 540.72656 i=43 : 74.45703 i=44 : 0.986701 i=45 : 99.27344 i=46 : 74.45703 i=47 : 0.986701 As you can see, my first problem is that it doesn't identifies the GL_POLYGON_TOKEN, but each summit of my polygon identified by a "1794.0" value. Why? My second problem is that the returned values don't match with the ones I've entered. I don't understand at all why they should depend on the kind of perspective view (I need the coordinates in the 3D scene). Could you help me? thanks. philippe, student. ___________________________________________________________ Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en français ! Yahoo! Mail : http://fr.mail.yahoo.com |
From: kaffiene <kaf...@xt...> - 2003-04-30 11:18:52
|
Well, 6am sounds much better for me :) I'll see you then. Peter. ==== I was mistaken, I am under GMT+1 in the summer like pepijn. We could change the hour and have the meeting later. So if we go for 6pm GMT we have : - 7 pm in France and belgium - 6 am in New Zealand, which is always better than 3 am ;) - 11 am in the USA (east coast) Does this sound better for everybody ? I will create a #gl4java channel on the EFNET network on irc 5 or 10 minutes before 6 pm GMT this evening. Connecting to any EFNET server should allow anyone to join the chat. Using irc will allow us to record a log of the discussions and eventually post it on the mailing list. Alban |
From: <aco...@mi...> - 2003-04-30 09:37:58
|
I succeeded creating a new module named GL4Java2 on the CVS which should allow us to work on a remastered version of gl4java with the warranty of not affecting the current stable release. I believe it is more appropriate to create a new module rather than a branch so people = don=92t get mistaken between branches while updating the code, removing any risk to affect the current code. We are now sure we can access / update the CVS for working on this new release. Regards, Alban MIND2MACHINE http://www.mind2machine.com [ InterMade | Couveuse d'Activit=E9s ] 32, rue de Crim=E9e 13003 Marseille tel=A0: (+33) 4=A091 50 25 78 fax=A0: (+33) 4 91 50 29 94 |
From: Alban Cousini <aco...@mi...> - 2003-04-30 06:36:11
|
> Well, I'm located in New Zealand, so 3pm GMT is 3am for me ;-) But I'm > probably in the minority, so I'll just grin and bare it ;-) >I'm in Belgium (GMT+1). I can't really by busy with gl4java before 6pm >GMT. I don't think my employer would appreciate me 'wasting' company >time :). I was mistaken, I am under GMT+1 in the summer like pepijn. We could change the hour and have the meeting later. So if we go for 6pm GMT we have : - 7 pm in France and belgium - 6 am in New Zealand, which is always better than 3 am ;) - 11 am in the USA (east coast) Does this sound better for everybody ? I will create a #gl4java channel on the EFNET network on irc 5 or 10 minutes before 6 pm GMT this evening. Connecting to any EFNET server should allow anyone to join the chat. Using irc will allow us to record a log of the discussions and eventually post it on the mailing list. Alban |
From: Pepijn V. E. <pep...@lu...> - 2003-04-29 22:24:28
|
I'm in Belgium (GMT+1). I can't really by busy with gl4java before 6pm GMT. I don't think my employer would appreciate me 'wasting' company time :). In other news, I just got the OpenAL binding up and running :) It successfully plays a wave file on my mac. Pepijn On dinsdag, apr 29, 2003, at 20:57 Europe/Brussels, Alban Cousinié wrote: > Sven registered me as a gl4java Developer on sourceforge a few monthes > ago, > thus I have the rights to update the CVS, and possibly to create a new > module name. > > I will attempt to create a gl4java2 module tomorow with a dummy file > in it. > Then we can update it with a base version for this evolution of > gl4java. > > We have a basic chat module on the OpenMind forums where we could hold > a > meeting without having to setup any software. you can check it out at : > http://www.mind2machine.com/gb/upb/chat.php > > As it is very basic, we could also rather go for IRC as it is common > to any > platform. > > A meeting at 3 pm GMT tomorow would be a good time I think. It would > be the > end of the afternoon (5 pm) here in France (GMT+2) and nearly the same > in > the rest of Europe, and it would be 9 am on the east coast in USA. > Where are > you guys located ? > > Regards, > > Alban > > > Le 29/04/03 10:18, « Pepijn Van Eeckhoudt » > <pep...@lu...> > a écrit : > >> It seems like there are a bunch of motivated people willing to put >> some >> effort into this project... So how do we get started? I.e. who's going >> to set up the sourceforge project :) >> After that is done I guess we should do some kind of mini conference >> thing (irc, some instant messenger, ...) to define what we're actually >> going to modify/implement/..., from what codebase we should start, >> etc. >> >> Pepijn >> > |
From: kaffiene <kaf...@xt...> - 2003-04-29 20:42:13
|
Alban Cousinié wrote: >Sven registered me as a gl4java Developer on sourceforge a few monthes ago, >thus I have the rights to update the CVS, and possibly to create a new >module name. > >I will attempt to create a gl4java2 module tomorow with a dummy file in it. >Then we can update it with a base version for this evolution of gl4java. > >We have a basic chat module on the OpenMind forums where we could hold a >meeting without having to setup any software. you can check it out at : >http://www.mind2machine.com/gb/upb/chat.php > >As it is very basic, we could also rather go for IRC as it is common to any >platform. > >A meeting at 3 pm GMT tomorow would be a good time I think. It would be the >end of the afternoon (5 pm) here in France (GMT+2) and nearly the same in >the rest of Europe, and it would be 9 am on the east coast in USA. Where are >you guys located ? > >Regards, > >Alban > > Well, I'm located in New Zealand, so 3pm GMT is 3am for me ;-) But I'm probably in the minority, so I'll just grin and bare it ;-) Cheers, Peter. |
From: Tobias L. G. <tg...@ul...> - 2003-04-29 20:27:13
|
Guys, This is GREAT with me. Let me know what to do and I will be there and willing to help. 3pm GMT on the openmind forums is fine for me. Now is the time for everyone else to put their money where their mouth is. Peace, Love, and Hair Grease -TOBY Alban Cousinié wrote: >Sven registered me as a gl4java Developer on sourceforge a few monthes ago, >thus I have the rights to update the CVS, and possibly to create a new >module name. > >I will attempt to create a gl4java2 module tomorow with a dummy file in it. >Then we can update it with a base version for this evolution of gl4java. > >We have a basic chat module on the OpenMind forums where we could hold a >meeting without having to setup any software. you can check it out at : >http://www.mind2machine.com/gb/upb/chat.php > >As it is very basic, we could also rather go for IRC as it is common to any >platform. > >A meeting at 3 pm GMT tomorow would be a good time I think. It would be the >end of the afternoon (5 pm) here in France (GMT+2) and nearly the same in >the rest of Europe, and it would be 9 am on the east coast in USA. Where are >you guys located ? > >Regards, > >Alban > > >Le 29/04/03 10:18, « Pepijn Van Eeckhoudt » <pep...@lu...> >a écrit : > > > >>It seems like there are a bunch of motivated people willing to put some >>effort into this project... So how do we get started? I.e. who's going >>to set up the sourceforge project :) >>After that is done I guess we should do some kind of mini conference >>thing (irc, some instant messenger, ...) to define what we're actually >>going to modify/implement/..., from what codebase we should start, etc. >> >>Pepijn >> >> >> > >------ Fin du message transféré > > > >------------------------------------------------------- >This sf.net email is sponsored by:ThinkGeek >Welcome to geek heaven. >http://thinkgeek.com/sf >_______________________________________________ >gl4java-usergroup mailing list >gl4...@li... >https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > > > > |
From: Alban Cousini <aco...@mi...> - 2003-04-29 19:13:39
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Sven registered me as a gl4java Developer on sourceforge a few monthes ago, thus I have the rights to update the CVS, and possibly to create a new module name. I will attempt to create a gl4java2 module tomorow with a dummy file in it. Then we can update it with a base version for this evolution of gl4java. We have a basic chat module on the OpenMind forums where we could hold a meeting without having to setup any software. you can check it out at : http://www.mind2machine.com/gb/upb/chat.php As it is very basic, we could also rather go for IRC as it is common to any platform. A meeting at 3 pm GMT tomorow would be a good time I think. It would be the end of the afternoon (5 pm) here in France (GMT+2) and nearly the same in the rest of Europe, and it would be 9 am on the east coast in USA. Where ar= e you guys located ? Regards, Alban =20 Le 29/04/03 10:18, =AB=A0Pepijn Van Eeckhoudt=A0=BB <pep...@lu...= > a =E9crit=A0: > It seems like there are a bunch of motivated people willing to put some > effort into this project... So how do we get started? I.e. who's going > to set up the sourceforge project :) > After that is done I guess we should do some kind of mini conference > thing (irc, some instant messenger, ...) to define what we're actually > going to modify/implement/..., from what codebase we should start, etc. >=20 > Pepijn >=20 ------ Fin du message transf=E9r=E9 |
From: Alex A. <a.a...@ol...> - 2003-04-29 13:38:29
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GL4Java is NOT Dead!!! All we need is a standard way to cooperate, making things easier for the final users, writing docs, and finally implementing new opengl specs. The better way I see to perform such a task (or so many tasks) is to set-up a web-centric community (maybe source forge site itself) in wich everyone find a proper task to accomplish depending on each one skills. First, Obviously, we need to catalogue the skills of everyone who wish to cooperate... I would focus my efforts into writing (in my poor english)& translating user manuals & tuts into my own spoken language: Italian. Long life to GL4Java. |
From: Pepijn V. E. <pep...@lu...> - 2003-04-29 08:19:03
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It seems like there are a bunch of motivated people willing to put some effort into this project... So how do we get started? I.e. who's going to set up the sourceforge project :) After that is done I guess we should do some kind of mini conference thing (irc, some instant messenger, ...) to define what we're actually going to modify/implement/..., from what codebase we should start, etc. Pepijn |
From: kaffiene <kaf...@xt...> - 2003-04-28 20:59:30
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<snip> >I guess we are seeing the emergence of these 2 competing OpenGL bindings >because people are no longer satisfied/confident with the gl4java >project, otherwise I guess they wouldn't bother wasting their time >working on a new binding. > >As Gerard Ziemsky said, gl4java has grown too complex. I think we should >learn the lessons of what's going on and improve gl4java so people feel >satisfied and confident with it and programmers don't get scared by the >complexity of the build process. > >Since some people are being interested by keeping the compatibility with >older Java VMs, I suggest we could start a new module on the official >gl4java sourceforge CVS that we may call "gl4java2", without modifying >the regular gl4java module. People in need with prior JDK compatibility >would stick to the current stable release. People in need for the latest >OpenGL features and better performance would go for the gl4java2 >version. > >This new module would have the following features : > > - true "plug and play" cross platform compilation script (ANT >based) > - clean build process (remove the complicate C2J generation) > - code lighter and easier to maintain (remove code compatibility >for VMs prior to 1.4, and ensure compatibility with Java 1.4 and future >releases) > - support for OpenGL 1.4 with shaders and, when appropriate, >OpenGL 2.0. > >Though I barely have any free time, I could handle the ANT compilation >script. But I need some of you to provide me a "C2J free" version of >gl4java. > >Alban. > > > I think that setting up a fork and separate project is the only way forward. Sven seems to be AWOL. I've tried to contact him about getting developer status on the SF project and there's no response. gl4java is in need of work (esp. the documentation), but it can't be done under the current regime where no one can commit anything to the repository. I'd be keen on helping out with any new work (I know java, ant, openGL all pretty well). I might be able to do the work to create a java version of c2j - that could be made an ant task, I suppose? Anybody else interested in helping move the codebase forward? I'd particularly like someone who has experience with gl4java to document the code more fully and clearly. Cheers, Peter. |
From: <aco...@mi...> - 2003-04-28 16:30:36
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>> OpenGL 2 WILL BE available in >> GL4Java if I have to do it myself, but I would appreciate help. >> Shaders are trivial to implement, if you look at the code you >> will see exactly how to do it. Add the necessary functionality >> to the OpenGL_JauJNI14_funcs.c file and the GLFunc*.java >> files and rebuild. It IS NOT dead, as long as you are willing >> to do what it takes to use it. >In the current state it's not that straightforward. Well actually it is >but there are some complications. The OpenGL_*_funcs.c file is largely >autogenerated, so you have to add the new code that you program by hand >to the files in the C2J/manual(iirc) directory. To me this is what >initially caused the most confusion, because everything (generated bits, >manual bits and concatenated files) is all checked in to the cvs >repository. This is the reason why I cleaned up (imho) the build process. >I've been wondering if it's worth it to keep this autogenerating stuff. >The C2J parser is great to generate the inital version of the file, but >is it worth it to have it in the cvs with the rest of the code and >actually invoke it in the makefile? Gerard Ziemsky (who has ported gl4java to MacOSX for those who don't know) told me lately : " i have pretty much given up on gl4java and have no intentions of supporting it any further. gl4java grew too complex and too hard to support. however, there is an ongoing work on a new gl binding for java. i'll be porting that one to MacOS X. the new binding will work with Swing. i can't say when it will be ready or anything more about it since it is not my project" After asking him, this new binding is not LWJGL, but a third OpenGL binding. I guess we are seeing the emergence of these 2 competing OpenGL bindings because people are no longer satisfied/confident with the gl4java project, otherwise I guess they wouldn't bother wasting their time working on a new binding. As Gerard Ziemsky said, gl4java has grown too complex. I think we should learn the lessons of what's going on and improve gl4java so people feel satisfied and confident with it and programmers don't get scared by the complexity of the build process. Since some people are being interested by keeping the compatibility with older Java VMs, I suggest we could start a new module on the official gl4java sourceforge CVS that we may call "gl4java2", without modifying the regular gl4java module. People in need with prior JDK compatibility would stick to the current stable release. People in need for the latest OpenGL features and better performance would go for the gl4java2 version. This new module would have the following features : - true "plug and play" cross platform compilation script (ANT based) - clean build process (remove the complicate C2J generation) - code lighter and easier to maintain (remove code compatibility for VMs prior to 1.4, and ensure compatibility with Java 1.4 and future releases) - support for OpenGL 1.4 with shaders and, when appropriate, OpenGL 2.0. Though I barely have any free time, I could handle the ANT compilation script. But I need some of you to provide me a "C2J free" version of gl4java. Alban. |
From: Pepijn V. E. <pep...@lu...> - 2003-04-28 14:39:01
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> Guys, > > For my part, I have noticed that GL4Java has some bugs > in it that it seems should be addressed going forward. So > I am trying to work through those on my own. One of the > biggest is the fact that multiple canvases cannot be displayed > and removed from a container ad infinitum on the Windows > platform. What is the exact problem there? Personally I've had problems with the component being disposed too early and then not reiniting itself. I searched through the awt documentation and gl4java source code and came up with the following: - The GLCanvas is inited(first paint iirc) and released in a variety of places. It is for example released in response to windowClosing events. - AWT components init and release their peer inside the addNotify and removeNotify respectively. I've modified the GLCanvas to behave in the second way. This seems to work just fine for me. The only real issue I could come up with is that you will lose your context if you remove the GLCanvas from the AWT component tree. If you then add it again later, a new context will be created and all you're display lists, textures, ... will have disappeared. Do you think this is an issue, or should the GLCanvas generate some kind of contextLost event allowing applications to handle this gracefully? > The point I am making is that Sven has given us a gift of a > GREAT DEAL of source code. Are there bugs in it? Yes. > Does it need to be updated going forward? Yes. But in the > final analysis you're getting something for nothing more than > a little elbow grease. If we all team together and move in a > coordinated fashion perhaps many of you would not have > these concerns. Check out the source code. Build it. > Despite what people say, it is not THAT difficult, and that's > coming from a guy with a linux desktop, a Dell Win2000 > laptop, and a TiBook. I didn't mean to say the code itself was difficult, only the way in which it is built. (Although I have to admit I find certain bits of the java code very strange. Maybe a study group would be a good idea ;) ) > OpenGL 2 WILL BE available in > GL4Java if I have to do it myself, but I would appreciate help. > Shaders are trivial to implement, if you look at the code you > will see exactly how to do it. Add the necessary functionality > to the OpenGL_JauJNI14_funcs.c file and the GLFunc*.java > files and rebuild. It IS NOT dead, as long as you are willing > to do what it takes to use it. In the current state it's not that straightforward. Well actually it is but there are some complications. The OpenGL_*_funcs.c file is largely autogenerated, so you have to add the new code that you program by hand to the files in the C2J/manual(iirc) directory. To me this is what initially caused the most confusion, because everything (generated bits, manual bits and concatenated files) is all checked in to the cvs repository. This is the reason why I cleaned up (imho) the build process. I've been wondering if it's worth it to keep this autogenerating stuff. The C2J parser is great to generate the inital version of the file, but is it worth it to have it in the cvs with the rest of the code and actually invoke it in the makefile? Pepijn |
From: Tobias L. G. <tg...@ul...> - 2003-04-28 13:43:46
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Guys, For my part, I have noticed that GL4Java has some bugs in it that it seems should be addressed going forward. So I am trying to work through those on my own. One of the biggest is the fact that multiple canvases cannot be displayed and removed from a container ad infinitum on the Windows platform. Another problem is of course the lack of Shader support. I have not heard of anyone yet solving these problems, and they even exist in the latest sourceforge cvs version. The shader problem is trivial to fix so I will not make sport with your intelligence by addressing that here. However, the multiple canvas problem appears to me to be non trivial. Perhaps this is not the case and someone else has already fixed it, if so please forward a clue. The point I am making is that Sven has given us a gift of a GREAT DEAL of source code. Are there bugs in it? Yes. Does it need to be updated going forward? Yes. But in the final analysis you're getting something for nothing more than a little elbow grease. If we all team together and move in a coordinated fashion perhaps many of you would not have these concerns. Check out the source code. Build it. Despite what people say, it is not THAT difficult, and that's coming from a guy with a linux desktop, a Dell Win2000 laptop, and a TiBook. OpenGL 2 WILL BE available in GL4Java if I have to do it myself, but I would appreciate help. Shaders are trivial to implement, if you look at the code you will see exactly how to do it. Add the necessary functionality to the OpenGL_JauJNI14_funcs.c file and the GLFunc*.java files and rebuild. It IS NOT dead, as long as you are willing to do what it takes to use it. -TOBY |
From: Pepijn V. E. <pep...@lu...> - 2003-04-28 08:06:12
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Alban Cousinié wrote: > Hi Pepijn :) > > >>Just a small correction, gl4java maps openGL 1.3 (at least the cvs >>version does). So no vertex/fragment programs yet :) > > Well we'd need 1.4 support for sure. > About gl4java updates, I personally have access to the gl4java sourcefore > CVS so I may update some code for you. But I guess Sven could register you > as a gl4java developer if you ask him. > > I'd be very interested to integrate an OpenAL binding into OpenMind if it is > LGPL. I'd like to review yours if you are ok. > Great, I'll send you a version as soon as I get it up and running. If you wish to integrate it into your engine LGPL is fine for me. Pepijn > Regards, > > Alban > > > Le 27/04/03 14:50, « Pepijn Van Eeckhoudt » <pep...@lu...> > a écrit : > > >>Just a small correction, gl4java maps openGL 1.3 (at least the cvs >>version does). So no vertex/fragment programs yet :) >> >>I've been hacking away at the gl4java source code lately. I reworked >>the make script to be a bit more readable. My version works fine on >>linux, windows(using cl/link instead of gcc/ld) and solaris. No mac os >>x yet. Gerard Ziemski's port uses pbxbuild to build the everything and >>I would prefer to use gcc directly, but I haven't figured out how to do >>that yet. You said that a colleague had made an ant build script. Is it >>practical to use ant to compile c code? >> >>After reworking the makefile I started playing with the GLCanvas class. >>While hacking away at the code I ended up removing 2/3 of the source >>code. Strangely enough everything still works fine :). I do have to >>admit that I did strip out some functionality (the ancient jvm support >>(like netscape and ms builtin ones), offscreen rendering, etc). I'm >>doing this effort to better understand how the rendering from native >>code is done. Personally I would just rely on JAWT to do this, but Max >>Gilead already mentioned that support for open jvms is important to him >>(kaffe, sablevm, ...) and these don't support JAWT yet. >>Anyway, in short I'm working on understanding the code, but I'm not >>sure in which direction further development should be headed. Any ideas >>are welcome. Also I don't have access to the gl4java sourceforge >>project, so if I would want to make my version available I would have >>to make a separate project. >>Next to that I've been busy making an OpenAL binding. A first version >>is almost complete. If anyone is interested in testing this I would be >>more than happy to make it available online (on sourceforge I guess). >> >>Pepijn Van Eeckhoudt >> > > |