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From: Pepijn V. E. <pep...@lu...> - 2003-01-22 16:18:12
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Using the OpenGL name might also violate some SGI trademark... Pepijn Van Eeckhoudt Max Gilead wrote: | Hello! | | I've added GL4Java to the applications and libraries listing at | www.opengl.org. | | I was wondering if it wasn't better to add the entry under the name | 'GL4Java' instead of 'OpenGL for Java' but I don't know if this wouldn't | violate Sun's trademark. If anyone has any comments please say. | | Links to the pages on which GL4java is listed are: | http://www.opengl.org/users/apps_hardware/applications/Linux/Developer_tool/ | | http://www.opengl.org/users/apps_hardware/applications/MacOS/Developer_tool/ | | http://www.opengl.org/users/apps_hardware/applications/Win32/Developer_tool/ | | | Regards, | Max | | | | | ------------------------------------------------------- | This SF.net email is sponsored by: Scholarships for Techies! | Can't afford IT training? All 2003 ictp students receive scholarships. | Get hands-on training in Microsoft, Cisco, Sun, Linux/UNIX, and more. | www.ictp.com/training/sourceforge.asp | _______________________________________________ | gl4java-usergroup mailing list | gl4...@li... | https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup | -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.0 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQE+LsQ6NqWh0hrFMasRAohHAKCUiHR3tRSW8AWydBnpBvDjc0+VqACfYEy9 m271z7a2MME14yJ16Z9U7uw= =dA1Z -----END PGP SIGNATURE----- |
From: Max G. <gi...@ye...> - 2003-01-22 15:43:19
|
Hello! I've added GL4Java to the applications and libraries listing at www.opengl.org. I was wondering if it wasn't better to add the entry under the name 'GL4Java' instead of 'OpenGL for Java' but I don't know if this wouldn't violate Sun's trademark. If anyone has any comments please say. Links to the pages on which GL4java is listed are: http://www.opengl.org/users/apps_hardware/applications/Linux/Developer_tool/ http://www.opengl.org/users/apps_hardware/applications/MacOS/Developer_tool/ http://www.opengl.org/users/apps_hardware/applications/Win32/Developer_tool/ Regards, Max |
From: Antony R. <ri...@to...> - 2003-01-18 19:22:52
|
great. I'll have a look at this now... ribot. ----- Original Message ----- From: "Kenneth B. Russell" <kbr...@al...> To: "Antony Ribot" <ri...@to...> Cc: <gl4...@li...> Sent: Saturday, January 18, 2003 7:19 PM Subject: Re: [gl4java-usergroup] Packaging everything up? > > > I remember looking at the flight simulator gl4java demo on java.sun.com, did > > that download a copy of gl4java (through webstart) and use it in it's local > > folder? > > Yes; save the .jnlp file to your local disk to see how this is > done. It is necessary to jar up the native code for gl4java, one > jar per platform, as well as provide gl4java.jar and > gl4java-glutfonts.jar (at least.) |
From: Kenneth B. R. <kbr...@al...> - 2003-01-18 19:19:40
|
> I remember looking at the flight simulator gl4java demo on java.sun.com, did > that download a copy of gl4java (through webstart) and use it in it's local > folder? Yes; save the .jnlp file to your local disk to see how this is done. It is necessary to jar up the native code for gl4java, one jar per platform, as well as provide gl4java.jar and gl4java-glutfonts.jar (at least.) |
From: Antony R. <ri...@to...> - 2003-01-18 14:51:14
|
Hi all, Before I start developing my next project I would like to know if a certain something is possible: "Can a GL4java based application be packaged up into an exe and run on its own, taking the following into consideration: 1) A compatible JRE is already installed on the client system. 2) Video drivers include openGL functionality. 3) System is Win32 based. I have successfully compiled non-gl4java applications into exe's and they've run fine on every machine I've tested on... ...but what if the user hasn't installed the gl4java runtime libraries? Can I include all neccesary libraries and dll files in the exe (even though this would create a little bit of an overhead in terms of size)? I remember looking at the flight simulator gl4java demo on java.sun.com, did that download a copy of gl4java (through webstart) and use it in it's local folder? " Look forward to your replies. Thanks Ribot. gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Max G. <gi...@ye...> - 2003-01-16 16:14:04
|
Hi everyone! There is an official list of OpenGL-based applications on http://www.opengl.org/users/apps_hardware/applications/index.html It's obvious that GL4Java should be listed there. I thought that Sven might like to add the link himself because the person who sumbits the link becomes official 'contact' for that link. Sven, would you like to add the link yourself? If not I'll go and add it. Max |
From: Physic <ph...@di...> - 2003-01-09 03:33:28
|
Torsten, I wanted to commend you on your accomplishment. While I don't intend to try it out for a while because I'm very busy, I do appreciate the work you've done. Maybe in a year or so I intend to look into java 3d game development. A good friend of mine is a client programmer for starwarsgalaxies and we are always arguing about the feasability of using java for the client. We both agree its the right thing for the server, but he argues the client should be c++. Your game lends more credability to my argument that java + a gl wrapper is plenty suitable for the client. Anyway, best of luck in your endeavors. --physic ph...@te... On Wed, 8 Jan 2003, Torsten Wiederkehr wrote: > Hi @all, > > I'm proud to present the game ESCAPE a first person shooter developed in > Java with gl4java. > The game is open source and free. Get more information at the homepage > (http://javaisdoomed.sourceforge.net) or download it directly > (http://prdownloads.sourceforge.net/javaisdoomed/setup.exe?download). > > Please checkout the game an send me your comments. > > You're are also welcome to join the development team, we need: > - designer (level) > - artists (3D modeler, texture, painter, sound and music) > - tester (beta tester) > > > ciao torsten > > > > > > > _________________________________________________________________ > MSN Groups & Chat - Freunde finden - leicht gemacht > http://groups.msn.com/people/ > > > > ------------------------------------------------------- > This SF.NET email is sponsored by: > SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! > http://www.vasoftware.com > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |
From: Torsten W. <tor...@ho...> - 2003-01-08 22:42:42
|
Hi @all, I'm proud to present the game ESCAPE a first person shooter developed in Java with gl4java. The game is open source and free. Get more information at the homepage (http://javaisdoomed.sourceforge.net) or download it directly (http://prdownloads.sourceforge.net/javaisdoomed/setup.exe?download). Please checkout the game an send me your comments. You're are also welcome to join the development team, we need: - designer (level) - artists (3D modeler, texture, painter, sound and music) - tester (beta tester) ciao torsten _________________________________________________________________ MSN Groups & Chat - Freunde finden - leicht gemacht http://groups.msn.com/people/ |
From: Kenneth B. R. <kbr...@al...> - 2003-01-08 18:42:29
|
> 1. Instead of having the Canvas keeps redrawing itself (that's why I'm not > using GLAnimCanvas), I want to take over the control of the rendering > process so that it only redraws when I ask it to (e.g. when the mouse or > keyboard is pressed). > I've done this successfully in GLUT, where I only call glutPostRedisplay() > when mouse/keyboard events are triggered. > In GL4Java, I tried to archieve this by using a GLEventListener attached to > GLCanvas. I attach my mouse and keyboard listener classes to glDrawable > under the init function of my GLEventLister, and try to see if any control > is pressed in the postDisplay() function. If so, glDrawable.repaint() is > called to redraw the window. > The problem is that it only listen to events when I left click on the mouse! > For example, I setup the 'up' key to scroll the screen upwards. The canvas > only starts redrawing when I press/hold the key and click the mouse once. > What is the problem of this? Would subclassing GLCanvas instead of using > GLEventListener help? You are probably requesting the repaint in the wrong place. Your display() method should return immediately if the canvas isn't "dirty", and your key and mouse listeners should dirty the canvas and call repaint(). > 2. I have a selection routine and it works well with GLAnimCanvas. Once I > switched to GLCanvas (I'm using GLEventListener, therefore the only change > to code by this is the line that declaring the canvas, plus some GLAnimCanva > specific code such as setFpsSleep()), the selection no longer works. I > tracked the variables and found that in my selection routine, the viewport > values got by glGetIntegerv are all zero! Where I tested it in the reshape > function and the values are correct. > Again, what's the problem causing this? Would that subclassing stuff help > again? I'm not sure exactly how the viewport is maintained but would suggest tracking reshape events yourself instead of using glGetIntegerv. |
From: <dom...@so...> - 2003-01-08 09:39:31
|
Hi there, I've two questions about GLCanvas and Selection. 1. Instead of having the Canvas keeps redrawing itself (that's why I'm not using GLAnimCanvas), I want to take over the control of the rendering process so that it only redraws when I ask it to (e.g. when the mouse or keyboard is pressed). I've done this successfully in GLUT, where I only call glutPostRedisplay() when mouse/keyboard events are triggered. In GL4Java, I tried to archieve this by using a GLEventListener attached to GLCanvas. I attach my mouse and keyboard listener classes to glDrawable under the init function of my GLEventLister, and try to see if any control is pressed in the postDisplay() function. If so, glDrawable.repaint() is called to redraw the window. The problem is that it only listen to events when I left click on the mouse! For example, I setup the 'up' key to scroll the screen upwards. The canvas only starts redrawing when I press/hold the key and click the mouse once. What is the problem of this? Would subclassing GLCanvas instead of using GLEventListener help? 2. I have a selection routine and it works well with GLAnimCanvas. Once I switched to GLCanvas (I'm using GLEventListener, therefore the only change to code by this is the line that declaring the canvas, plus some GLAnimCanva specific code such as setFpsSleep()), the selection no longer works. I tracked the variables and found that in my selection routine, the viewport values got by glGetIntegerv are all zero! Where I tested it in the reshape function and the values are correct. Again, what's the problem causing this? Would that subclassing stuff help again? Thank you very much! Regards, Dominic |
From: <jen...@ag...> - 2003-01-06 18:50:19
|
----- Original Message ----- =46rom: "Nicolas PIEDELOUP" <NPI...@kl...> To: <gl4...@li...> Sent: Monday, January 06, 2003 10:52 AM Subject: RE: [gl4java-usergroup] problems with selecting/picking obje= cts > could you try the demo of picking ? > http://www.jausoft.com/Files/Java/1.1.X/GL4Java/demos/MiscDemos/selec= t.html > Yeah, this is the demo i ment in my mail. > I have heard there was a bug on IE jvm, but not in Netscape. I'm only working with applications ( standalone programs ). So i get = this problem with the original Sun JVM. > -----Original Message----- > From: Jens G=FCnther [mailto:jen...@ag...] > Sent: Thursday, January 02, 2003 1:53 PM > To: gl4...@li... > Subject: [gl4java-usergroup] problems with selecting/picking object= s > > > hi to all & a happy new year, > > i have some troubles to get my picking&selecting routine working. t= o show > you the problem i have changed the "select"-demo form MiscDemos shi= pped with > the GL4Java demos. > > the original Render method: > > public void Render( int mode ) > { > int i; > > for(i=3D0; i < objectCount; i++) > { > if(mode =3D=3D GL_SELECT ) > { > gl.glLoadName(i); > } > // ... drawing object[i] ... > } > } > > so far so good, this works fine. > the changed method: > > public void Render( int mode ) > { > int i; > for( i=3D0; i < objectsCount; i++ ) > { > if(mode =3D=3D GL_SELECT ) > { > gl.glPushName(i); > } > // ... drawing object[i]; > if( mode =3D=3D GL_SELECT ) > { > gl.glPopName(); > } > } > } > > and this won't work ( Java 1.4.0 & GL4Java 2.8.2.0 ). The glRenderMode(...) > correctly returns the number of hits ( 0|1) but the selectBuffer is= empty > SOMETIMES ( while a hit is returned )! furthermore clicks ( random number ) > on the same coordinates will mostly return 1 hit / selectBuffer emp= ty but > also sometimes the correct values. > I deleted in this demo in method DoSelect(...) the gl.glPush(~0); a= nd the > demo works fine but in my project the effect still remains. > > any ideas ? thanks, Jens > > > > ------------------------------------------------------- > 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 > > > ------------------------------------------------------- > 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: Nicolas P. <NPI...@kl...> - 2003-01-06 09:47:36
|
could you try the demo of picking ? http://www.jausoft.com/Files/Java/1.1.X/GL4Java/demos/MiscDemos/select.h= tml I have heard there was a bug on IE jvm, but not in Netscape. happy new year. -----Original Message----- From: Jens G=FCnther [mailto:jen...@ag...] Sent: Thursday, January 02, 2003 1:53 PM To: gl4...@li... Subject: [gl4java-usergroup] problems with selecting/picking objects hi to all & a happy new year, i have some troubles to get my picking&selecting routine working. to = show you the problem i have changed the "select"-demo form MiscDemos shipped = with the GL4Java demos. the original Render method: public void Render( int mode ) { int i; for(i=3D0; i < objectCount; i++) { if(mode =3D=3D GL_SELECT ) { gl.glLoadName(i); } // ... drawing object[i] ... } } so far so good, this works fine. the changed method: public void Render( int mode ) { int i; for( i=3D0; i < objectsCount; i++ ) { if(mode =3D=3D GL_SELECT ) { gl.glPushName(i); } // ... drawing object[i]; if( mode =3D=3D GL_SELECT ) { gl.glPopName(); } } } and this won't work ( Java 1.4.0 & GL4Java 2.8.2.0 ). The = glRenderMode(...) correctly returns the number of hits ( 0|1) but the selectBuffer is = empty SOMETIMES ( while a hit is returned )! furthermore clicks ( random = number ) on the same coordinates will mostly return 1 hit / selectBuffer empty = but also sometimes the correct values. I deleted in this demo in method DoSelect(...) the gl.glPush(~0); and = the demo works fine but in my project the effect still remains. any ideas ? thanks, Jens ------------------------------------------------------- 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: <jen...@ag...> - 2003-01-02 12:53:43
|
hi to all & a happy new year, i have some troubles to get my picking&selecting routine working. to show you the problem i have changed the "select"-demo form MiscDemos shipped with the GL4Java demos. the original Render method: public void Render( int mode ) { int i; for(i=0; i < objectCount; i++) { if(mode == GL_SELECT ) { gl.glLoadName(i); } // ... drawing object[i] ... } } so far so good, this works fine. the changed method: public void Render( int mode ) { int i; for( i=0; i < objectsCount; i++ ) { if(mode == GL_SELECT ) { gl.glPushName(i); } // ... drawing object[i]; if( mode == GL_SELECT ) { gl.glPopName(); } } } and this won't work ( Java 1.4.0 & GL4Java 2.8.2.0 ). The glRenderMode(...) correctly returns the number of hits ( 0|1) but the selectBuffer is empty SOMETIMES ( while a hit is returned )! furthermore clicks ( random number ) on the same coordinates will mostly return 1 hit / selectBuffer empty but also sometimes the correct values. I deleted in this demo in method DoSelect(...) the gl.glPush(~0); and the demo works fine but in my project the effect still remains. any ideas ? thanks, Jens |
From: Kenneth B. R. <kbr...@al...> - 2002-12-17 21:10:29
|
> I know the current recomendation is to use GLEventListener and not the > subclassing model, but the thing is i'm wanting to control when the canvas > is redrawn, not just have it redraw every so often. So, what I currently > have is a thread that spends most of its time outside my GLCanvas subclass > and then at the end of a cycle goes into that subclass and does > gljMakeCurrent(), draws, then does gljFree(). Given that this is how my > program works is there an advantage in changing to the GLEventListener > model? If i did change, should I still be using the makeCurrent/Free calls? You should use the GLEventListener model because it manages all of the context handling for you. gljMakeCurrent()/gljFree() should never be called in the listener model. Use repaint() on the GLCanvas to schedule a redraw. |
From: Combe, C. <C....@na...> - 2002-12-17 17:01:11
|
Sorry for cluttering up the mailing list with what has turned into a bit of a monologue. I know the current recomendation is to use GLEventListener and not the subclassing model, but the thing is i'm wanting to control when the canvas is redrawn, not just have it redraw every so often. So, what I currently have is a thread that spends most of its time outside my GLCanvas subclass and then at the end of a cycle goes into that subclass and does gljMakeCurrent(), draws, then does gljFree(). Given that this is how my program works is there an advantage in changing to the GLEventListener model? If i did change, should I still be using the makeCurrent/Free calls? thanks, colin -----Original Message----- From: Combe, Colin [mailto:C....@na...] Sent: 17 December 2002 16:21 To: gl4...@li... Subject: RE: [gl4java-usergroup] confused by reshape OK, i wasn't managing my GLContext correctly. Maybe I should change to using the EventListener way rather than the subclassing way. This is all about using gljMakeCurrent() and gljFree() to ensure that only one thread is trying to issue gl commands at any time - right? Do all commands that start glj. , gl. or glu. need to be between gljMakeCurrent() and gljFree()? I notice people don't seem to put instructions in their init() or reshape() methods between these commands - why is this?. If you were 100% certain that only one Thread would call GL commands could you miss the commands out (this is just out of interest, its not something I want to do) ? Is a thread blocked until gljMakeCurrent() suceeds? If not, and gljMakeCurrent() fails do the commands just not happen? any advice about how to deal with multiple threads interacting with one canvas will be most welcome, cheers, col -----Original Message----- From: Combe, Colin [mailto:C....@na...] Sent: 17 December 2002 12:52 To: gl4...@li... Subject: [gl4java-usergroup] confused by reshape Hi I'm a bit confused by the reshape() method. I've got a button, in the frame that contains my subclass of GLCanvas, which I use to swap between a 2D and a 3D view. Depending on whether the canvas attribute 'flat' is true or false the button calls either goFlat() or go3D(). Here a code extract from my canvas class : public void reshape(int width, int height) { if (flat) goFlat(); else go3D(); } public void goFlat() { //not sure if you need to change to projection matrix before call to gluOrtho2D gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); glu.gluOrtho2D(0, ((landWidth * 2) + 1), ((landWidth * 2) + 1), 0); gl.glMatrixMode(GL_MODELVIEW); gl.glViewport(0, 0, this.getWidth(), this.getHeight()); flat = true; } public void go3D() { //Select The Projection Matrix gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); glu.gluPerspective(viewAngle, (float)getSize().width / (float)getSize().height, NPDist, 4500.0f); gl.glMatrixMode(GL_MODELVIEW); gl.glViewport(0, 0, this.getWidth(), this.getHeight()); flat = false; } The method that draws to the canvas does different things depending on the state of the 'flat' attribute. This sort of works but you need to resize the window after changing between 2D and 3D mode - this doesn't make sense to me as (it looks like) all the reshape() method does is call goFlat() or go3D(), which were called when the button was pressed. ? cheers, colin ------------------------------------------------------- This sf.net email is sponsored by: With Great Power, Comes Great Responsibility Learn to use your power at OSDN's High Performance Computing Channel http://hpc.devchannel.org/ _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup ------------------------------------------------------- This sf.net email is sponsored by: With Great Power, Comes Great Responsibility Learn to use your power at OSDN's High Performance Computing Channel http://hpc.devchannel.org/ _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Combe, C. <C....@na...> - 2002-12-17 16:23:34
|
OK, i wasn't managing my GLContext correctly. Maybe I should change to using the EventListener way rather than the subclassing way. This is all about using gljMakeCurrent() and gljFree() to ensure that only one thread is trying to issue gl commands at any time - right? Do all commands that start glj. , gl. or glu. need to be between gljMakeCurrent() and gljFree()? I notice people don't seem to put instructions in their init() or reshape() methods between these commands - why is this?. If you were 100% certain that only one Thread would call GL commands could you miss the commands out (this is just out of interest, its not something I want to do) ? Is a thread blocked until gljMakeCurrent() suceeds? If not, and gljMakeCurrent() fails do the commands just not happen? any advice about how to deal with multiple threads interacting with one canvas will be most welcome, cheers, col -----Original Message----- From: Combe, Colin [mailto:C....@na...] Sent: 17 December 2002 12:52 To: gl4...@li... Subject: [gl4java-usergroup] confused by reshape Hi I'm a bit confused by the reshape() method. I've got a button, in the frame that contains my subclass of GLCanvas, which I use to swap between a 2D and a 3D view. Depending on whether the canvas attribute 'flat' is true or false the button calls either goFlat() or go3D(). Here a code extract from my canvas class : public void reshape(int width, int height) { if (flat) goFlat(); else go3D(); } public void goFlat() { //not sure if you need to change to projection matrix before call to gluOrtho2D gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); glu.gluOrtho2D(0, ((landWidth * 2) + 1), ((landWidth * 2) + 1), 0); gl.glMatrixMode(GL_MODELVIEW); gl.glViewport(0, 0, this.getWidth(), this.getHeight()); flat = true; } public void go3D() { //Select The Projection Matrix gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); glu.gluPerspective(viewAngle, (float)getSize().width / (float)getSize().height, NPDist, 4500.0f); gl.glMatrixMode(GL_MODELVIEW); gl.glViewport(0, 0, this.getWidth(), this.getHeight()); flat = false; } The method that draws to the canvas does different things depending on the state of the 'flat' attribute. This sort of works but you need to resize the window after changing between 2D and 3D mode - this doesn't make sense to me as (it looks like) all the reshape() method does is call goFlat() or go3D(), which were called when the button was pressed. ? cheers, colin ------------------------------------------------------- This sf.net email is sponsored by: With Great Power, Comes Great Responsibility Learn to use your power at OSDN's High Performance Computing Channel http://hpc.devchannel.org/ _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Combe, C. <C....@na...> - 2002-12-17 12:54:47
|
Hi I'm a bit confused by the reshape() method. I've got a button, in the frame that contains my subclass of GLCanvas, which I use to swap between a 2D and a 3D view. Depending on whether the canvas attribute 'flat' is true or false the button calls either goFlat() or go3D(). Here a code extract from my canvas class : public void reshape(int width, int height) { if (flat) goFlat(); else go3D(); } public void goFlat() { //not sure if you need to change to projection matrix before call to gluOrtho2D gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); glu.gluOrtho2D(0, ((landWidth * 2) + 1), ((landWidth * 2) + 1), 0); gl.glMatrixMode(GL_MODELVIEW); gl.glViewport(0, 0, this.getWidth(), this.getHeight()); flat = true; } public void go3D() { //Select The Projection Matrix gl.glMatrixMode(GL_PROJECTION); //Reset The Projection Matrix gl.glLoadIdentity(); glu.gluPerspective(viewAngle, (float)getSize().width / (float)getSize().height, NPDist, 4500.0f); gl.glMatrixMode(GL_MODELVIEW); gl.glViewport(0, 0, this.getWidth(), this.getHeight()); flat = false; } The method that draws to the canvas does different things depending on the state of the 'flat' attribute. This sort of works but you need to resize the window after changing between 2D and 3D mode - this doesn't make sense to me as (it looks like) all the reshape() method does is call goFlat() or go3D(), which were called when the button was pressed. ? cheers, colin |
From: Alban C. <aco...@wa...> - 2002-12-17 10:37:29
|
Hi, I've been using gl4java for a year and a half now and I have not noticed any problem in the library that needed any update. Everytime I thought there was a bug, I realized later that it was me that was misusing the library.=20 The fact that the library is open source is your best warranty that it will always be updated, included possibly by you if noone is free to do the job. (I'm sure Lockeed Martin has plenty of money from the gun systems and missiles wich should sell very well at the moment, and could make a nice contribution to the library). Anyway, gl4java has been updated everytime there has been a need for an update, - wether there was a JDK change or an OpenGL specification update- since I know it, that is 1997. To my knowledge, there is no major architectural change scheduled for the next version of the JDK. But support for OpenGL 2.0 might be a big issue that would require an important update of gl4java. Alban Cousini=E9. |
From: Mikael A. <mik...@te...> - 2002-12-17 07:14:19
|
Hi ! The latest GL4Java is using 1.4 features if you have it installed so you are pretty much up to date, and the java api is very stable so I don't think you have much to worry about, so far Sun has kept backward compatibility very good. Mikael ----- Original Message ----- From: "Mark Montana" <pat...@lm...> To: <gl4...@li...> Cc: "Duffy, Roy" <roy...@lm...>; "Gordon, Ken" <ken...@lm...> Sent: Monday, December 16, 2002 6:42 PM Subject: [gl4java-usergroup] New SDKs, but no new GL4Java? > Hi, > This message is mostly to the GL4Java developers, or any one with information on > the following. I've been using GL4Java 2.8.2.0 in our product for a year now > (see www.infoscene.net ). Since we ported from Magician to GL4Java back in > January 2002, there have been no new releases of GL4Java. Thankfully it seems to > work fine with all the new Java SDKs that came out. (Currently, we are using SDK > 1.4.1 and/or SDK 1.4.1._01). > > However, I am wincing as I await the day that GL4Java 2.8.2.0 no longer works > with an upcoming SDK. So, I am wondering, are there plans to release a new > version of GL4Java? And, technically speaking, what is the probability that a > new SDK could "break" GL4Java 2.8.2.0? > Thanks for any information. > -Mark > > > > ------------------------------------------------------- > This sf.net email is sponsored by: > With Great Power, Comes Great Responsibility > Learn to use your power at OSDN's High Performance Computing Channel > http://hpc.devchannel.org/ > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Mark M. <pat...@lm...> - 2002-12-16 17:43:00
|
Hi, This message is mostly to the GL4Java developers, or any one with information on the following. I've been using GL4Java 2.8.2.0 in our product for a year now (see www.infoscene.net ). Since we ported from Magician to GL4Java back in January 2002, there have been no new releases of GL4Java. Thankfully it seems to work fine with all the new Java SDKs that came out. (Currently, we are using SDK 1.4.1 and/or SDK 1.4.1._01). However, I am wincing as I await the day that GL4Java 2.8.2.0 no longer works with an upcoming SDK. So, I am wondering, are there plans to release a new version of GL4Java? And, technically speaking, what is the probability that a new SDK could "break" GL4Java 2.8.2.0? Thanks for any information. -Mark |
From: Pepijn V. E. <pep...@lu...> - 2002-12-06 18:46:42
|
If I recall correctly, the code you mention isn't used if you're running gl4java on a 1.4 jdk. However for 1.3 (and earlier ?) you do need them. To make them compile properly you should check that the JAVAC_13 variable in symbols.mak is pointing to a 1.3 jdk. Personally, it took me quite some effort to get the CVS version of gl4java to compile, but once everything is set up properly it does work fine (compiled and tested with jdk 1.2, 1.3, 1.4 on windows, linux and solaris). Pepijn Van Eeckhoudt Stefan Betermieux wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > Hello user-group! > > I still get strange errors when I try to build gl4java on my linux > machine, > but I think I have got some further information on the issue: > > This is one of the errors I get: > gl4java/jau/awt/motif/X11HandleAccess.java:7: cannot resolve symbol > symbol : class X11DrawingSurface > location: package awt > import sun.awt.X11DrawingSurface; > > And this is some text I got from > http://java.sun.com/j2se/1.4.1/docs/guide/awt/AWTChanges.html : > Removal of the Drawing Surface API > The bugtraq report that corresponds to this change is: 4293646. > The sun.awt.DrawingSurface API has been removed. It was never made > public, but > some developers have been using it. The functionality has been > replaced by > the JAWT. For more information, see the AWT Native Interface > description in > the 1.3 release notes for AWT. > > Could someone verify these problems ? I don't know much about JNI, but > I think > this is a problem, which will affect all GL4Java users on JDK 1.4 > > > - -- > Stefan Betermieux > > FernUniversität Gesamthochschule in Hagen > Praktische Informatik I > Universitätsstr. 1 / Informatikzentrum > D-58084 Hagen, Germany > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.0.7 (GNU/Linux) > > iD8DBQE98LsD/bI7T1LKTh8RApvEAJ96rtvhLW1YTXen27OP7wouzq5hWwCglZ7S > C+08/t84Q0TzUh9JNQSnCT0= > =mKY4 > -----END PGP SIGNATURE----- > > > > ------------------------------------------------------- > 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: Stefan B. <Ste...@Fe...> - 2002-12-06 14:00:07
|
=2D----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hello user-group! I still get strange errors when I try to build gl4java on my linux machine,= =20 but I think I have got some further information on the issue: This is one of the errors I get: gl4java/jau/awt/motif/X11HandleAccess.java:7: cannot resolve symbol symbol : class X11DrawingSurface location: package awt import sun.awt.X11DrawingSurface; And this is some text I got from=20 http://java.sun.com/j2se/1.4.1/docs/guide/awt/AWTChanges.html : Removal of the Drawing Surface API=20 The bugtraq report that corresponds to this change is: 4293646.=20 The sun.awt.DrawingSurface API has been removed. It was never made public, = but=20 some developers have been using it. The functionality has been replaced by= =20 the JAWT. For more information, see the AWT Native Interface description in= =20 the 1.3 release notes for AWT.=20 Could someone verify these problems ? I don't know much about JNI, but I th= ink=20 this is a problem, which will affect all GL4Java users on JDK 1.4 =2D --=20 Stefan Betermieux =46ernUniversit=E4t Gesamthochschule in Hagen Praktische Informatik I Universit=E4tsstr. 1 / Informatikzentrum D-58084 Hagen, Germany =2D----BEGIN PGP SIGNATURE----- Version: GnuPG v1.0.7 (GNU/Linux) iD8DBQE98LsD/bI7T1LKTh8RApvEAJ96rtvhLW1YTXen27OP7wouzq5hWwCglZ7S C+08/t84Q0TzUh9JNQSnCT0=3D =3DmKY4 =2D----END PGP SIGNATURE----- |
From: Peter <kaf...@xt...> - 2002-12-03 20:01:26
|
When is 1.4 coming out for OSX? --- The existence of morning is final and incontrovertible proof of the non-existence of a benevolent god. > -----Original Message----- > From: gl4...@li... [mailto:gl4java- > use...@li...] On Behalf Of Daniel Bisig > Sent: Tuesday, 3 December 2002 10:50 p.m. > To: gl4...@li... > Subject: Re: [gl4java-usergroup] Re: swing and osx > > Hi Gerard, > > > i'm afraid you'll have to wait till i update gl4j to work with 1.4. on > > 1.3.1, gl4j and swing will probably never work. sorry. > > thanks for your response. For me your news are not as bad as they sound > since I intend to switch to java 1.4. as soon as it is officially > released. So gl4java is just an additional reason to look forward to > java 1.4. > > regards > > Daniel > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Get the new Palm Tungsten T > handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0002en > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Daniel B. <db...@if...> - 2002-12-03 09:51:00
|
Hi Gerard, > i'm afraid you'll have to wait till i update gl4j to work with 1.4. on > 1.3.1, gl4j and swing will probably never work. sorry. thanks for your response. For me your news are not as bad as they sound since I intend to switch to java 1.4. as soon as it is officially released. So gl4java is just an additional reason to look forward to java 1.4. regards Daniel |
From: gerard z. <gzi...@ma...> - 2002-12-02 19:14:45
|
Daniel, i'm afraid you'll have to wait till i update gl4j to work with 1.4. on 1.3.1, gl4j and swing will probably never work. sorry. cheers On Wednesday, November 27, 2002, at 12:04 PM, gl4...@li... wrote: > Message: 1 > Date: 27 Nov 2002 02:27:53 +0100 > From: db...@if... > To: gl4...@li... > Subject: [gl4java-usergroup] swing and osx > > Hi all, > > I'm still struggling with the OSX and swing issue in gl4java. Trying to > use a GLAnimJPanel I get the same error message as Mark Powell > reported a > few months ago on this list. > > set fps := 20.0 -> 50 [ms/frame] > get_GC: Error, pData is zero > could not open a GL widget -- GL CONTEXT > can't create a GL context > > Has anybody resolved this issue in the meantime? > > Thanks a lot in advance! > > regards > > Daniel |