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From: Peter A. <pe...@si...> - 2002-10-15 22:47:28
|
Hi All, I noticed that there was a request for a standard openGL binding for Java on the sun bug parade (ref #4509730). It was suggested that the 'community' get together and present a candidate for the job. Is anyone doing this? Does gl4java want to become the standard openGL binding for Java? Cheers, Peter. |
From: Kenneth B. R. <kbr...@al...> - 2002-10-15 21:43:36
|
> I don't know if it's the same problem but I'm also having problems with > GL4Java-based apps when creating and destroying OpenGL components. After > a random number of create/destroy operations application hangs without > any error and has to be killed from task manager. This happens after > init() is called and before first display() call. I was just preparing > to track the problem down to specific line of code :-) > > I'm using JDK 1.4 with GNU/Linux. > > If someone needs any help in fixing this problem please let me know. Please do try to narrow down the root cause if you have time. The major change in GL4Java between JDK 1.3.1 and 1.4 is the use of the JAWT for acquiring the native window handle. If the code which uses JAWT doesn't handle all of the error cases properly then that is probably the source of the problems. |
From: Max G. <gi...@ye...> - 2002-10-15 20:39:52
|
Soh Chee Weng,Bryan wrote: >Hi I'm currently trying to compile one of the tutorials ported from NeHe > >Revised NeHe OpenGL tutorial Lesson 27 > Where can one find this demo? Max |
From: Max G. <gi...@ye...> - 2002-10-15 20:35:35
|
I don't know if it's the same problem but I'm also having problems with GL4Java-based apps when creating and destroying OpenGL components. After a random number of create/destroy operations application hangs without any error and has to be killed from task manager. This happens after init() is called and before first display() call. I was just preparing to track the problem down to specific line of code :-) I'm using JDK 1.4 with GNU/Linux. If someone needs any help in fixing this problem please let me know. Regards, Max |
From: Soh C. Weng,B. <eng...@nu...> - 2002-10-15 12:31:34
|
Hi I'm currently trying to compile one of the tutorials ported from NeHe Revised NeHe OpenGL tutorial Lesson 27=20 I'm getting this error from my java compiler telling me that=20 public class NeHeCanvas should not be defined.=20 the line is declared as :"public class NeHeCanvas extends GLAnimCanvas implements KeyListener, MouseListener" in this tutorial=20 It was ok for the rest of the tutorials I tried ie: tutorial 7. the same line was declared:" class NeHeCanvas extends GLAnimCanvas implements KeyListener, MouseListener" in tutorial 7=20 Could someone advise me on what maybe the matter?=20 Bryan |
From: Pepijn V. E. <pep...@lu...> - 2002-10-15 09:16:11
|
Under jdk 1.4.1 the SetDCPixelFormat seems to fail now and then. I've included a small test program with which I can consistently reproduce the problem by creating and disposing GLCanvas'es. I've also included the output of this program on my machine. After an arbitrary number of open/close iterations, the test program crashes because SetPixelFormat returned false. I cannot reproduce this error under jdk 1.3.1_04. Pepijn Van Eeckhoudt |
From: Peter <kaf...@xt...> - 2002-10-15 00:02:36
|
> -----Original Message----- > From: gl4...@li... [mailto:gl4java- > use...@li...] On Behalf Of Max Gilead > Sent: Tuesday, 15 October 2002 3:16 a.m. > To: gl4...@li... > Subject: Re: [gl4java-usergroup] Rendering loop > > Peter Ashford wrote: > > > I noticed that in the docs, it's mentioned that you don't have to use > > the GLCanvas passively (i.e., by being sent display events) but that > > you can actively call display() from your own rendering loop. > > > You can also call repaint() which will trigger all other necessary > methods. This is what I use and it works fine with GLCanvas. Is there any difference, in terms of efficiency, between calling repaint() and calling display() directly? I'm mainly wondering whether repaint() will do anything else other than call display()? Cheers, Peter. |
From: Max G. <gi...@ye...> - 2002-10-14 19:49:32
|
Hi Peter! >Is there any difference, in terms of efficiency, between calling >repaint() and calling display() directly? I'm mainly wondering whether >repaint() will do anything else other than call display()? > > Repaint executes few commands more so sDisplay is a bit faster. I'm just playing safe with repaint :-) You can look at the sources to find out the exact difference. Regards, Max |
From: Peter <kaf...@xt...> - 2002-10-14 19:08:37
|
> -----Original Message----- > From: gl4...@li... [mailto:gl4java- > use...@li...] On Behalf Of Max Gilead > Sent: Tuesday, 15 October 2002 3:16 a.m. > To: gl4...@li... > Subject: Re: [gl4java-usergroup] Rendering loop > > Peter Ashford wrote: > > > I noticed that in the docs, it's mentioned that you don't have to use > > the GLCanvas passively (i.e., by being sent display events) but that > > you can actively call display() from your own rendering loop. > > > You can also call repaint() which will trigger all other necessary > methods. This is what I use and it works fine with GLCanvas. Is there any difference, in terms of efficiency, between calling repaint() and calling display() directly? I'm mainly wondering whether repaint() will do anything else other than call display()? Cheers, Peter. |
From: Max G. <gi...@ye...> - 2002-10-14 14:22:12
|
Peter Ashford wrote: > I noticed that in the docs, it’s mentioned that you don’t have to use > the GLCanvas passively (i.e., by being sent display events) but that > you can actively call display() from your own rendering loop. > You can also call repaint() which will trigger all other necessary methods. This is what I use and it works fine with GLCanvas. HTH, Max |
From: Peter <kaf...@xt...> - 2002-10-13 23:16:17
|
> -----Original Message----- > From: gl4...@li... [mailto:gl4java- > use...@li...] On Behalf Of Kenneth B. Russell > Sent: Monday, 14 October 2002 12:05 p.m. > To: Peter Ashford > Cc: gl4...@li... > Subject: Re: [gl4java-usergroup] Rendering loop >=20 >=20 > > I noticed that in the docs, it's mentioned that you don't have to use > > the GLCanvas passively (i.e., by being sent display events) but that you > > can actively call display() from your own rendering loop. Could anyone > > point me to an example which shows this kind of usage? >=20 > This is usually done by using a GLAnimCanvas. For one small > example see demos/NVidia/VertexArrayRange.java in the source tree.=01 >=20 Excellent - thanks for the reference, I'll check it out tonight. I wasn't sure I was going to get a reply, this list seems a tad quiet ;-) Cheers, Peter. |
From: Kenneth B. R. <kbr...@al...> - 2002-10-13 23:05:33
|
> I noticed that in the docs, it's mentioned that you don't have to use > the GLCanvas passively (i.e., by being sent display events) but that you > can actively call display() from your own rendering loop. Could anyone > point me to an example which shows this kind of usage? This is usually done by using a GLAnimCanvas. For one small example see demos/NVidia/VertexArrayRange.java in the source tree. |
From: Peter A. <pe...@si...> - 2002-10-13 19:37:19
|
Hi there I noticed that in the docs, it's mentioned that you don't have to use the GLCanvas passively (i.e., by being sent display events) but that you can actively call display() from your own rendering loop. Could anyone point me to an example which shows this kind of usage? Cheers! Peter. |
From: Jack S. <ja...@ji...> - 2002-10-01 02:35:19
|
This error message/scenario sounds familiar. I was trying to install gl4java on a WinXP/JRE1.3.1/IE6 test machine, and was getting the same exception. (Install went fine on Win2K and MacOSX) Here's the sequence of events and errors I went through as I tried to install gl4java on WinXP: 1. Tried to install via the "Automatic Installation (download the Installer)" link. When I tried to run the "install.bat", either via double-clicking, or via the command prompt it wouldn't run. Via the command prompt, I would see this error: C:\Downloads\GL4JavaInstall\gl4java- INSTALLER\GL4Java\Installer>install.bat Files\JavaSoft\JRE\1.3.1_04\lib\ext\QTJava.zip"" was unexpected at this time. 2. Next I turned off the Java2 plug-in modified the java.policy file, and tried the web installer. In the installer, the "native libs" directory path was not set, so I had to navigate to locate it. It finished the installation, and said everything was installed properly. I tested it on a demo applet and received the Exception:java.lang.NoClassDefFoundError: gl4java/awt/GLAnimCanvas1 error. I did a search for the gl4java.jar, png.jar, etc. and for whatever reason, they weren't installed. 3. After several retry's, I decided to do the manual binaries install.....this works fine. Thought I should pass it on.... Jack On Monday, September 23, 2002, at 01:33 PM, Max Gilead wrote: > Soh Chee Weng,Bryan wrote: > >> sorry if i'm repeating a question that has been asked previously. >> i'm prompted with this error >> Exception:java.lang.NoClassDefFoundError: gl4java/awt/GLAnimCanvas >> >> tried installing whatever i could get my hands on but its still >> there. could anyone advise me about the matter. > As you probably know it means that your application can't find class > mentioned above. You can correct this by adding gl4java.jar to the > CLASSPATH, putting GL4Java .class files to some directory which is > already in classpath or putting gl4java.jar into JDK's jre/lib/ext > directory. For compiler to find it you need to put it into CLASSPATH. > > If you have any further problems please be more specific on what is > your CLASSPATH (ie. what is the output of 'set' without arguments), > what your starting script contains and where GL4Java files are. > > HTH, > Max > > > > > ------------------------------------------------------- > 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: Combe, C. <C....@na...> - 2002-09-30 09:51:19
|
A missing gl.glEnd() would cause a runtime error not a compiling error, though I'm not saying that this definitely is the problem, as it would be pretty easy to spot. If you post the source code i'll have a look. col -----Original Message----- From: liggeorge [mailto:lig...@ho...] Sent: 29 September 2002 02:21 To: Combe, Colin Subject: Re: [gl4java-usergroup] Error: gljDestroy failed (free) Thanks. But the error message was not a compiling error, but a runtime error. It should be something related to glContext. ----- Original Message ----- From: "Combe, Colin" <C....@na...> To: "'George Li '" <lig...@ho...>; <gl4...@li...> Sent: Thursday, September 26, 2002 12:56 PM Subject: RE: [gl4java-usergroup] Error: gljDestroy failed (free) > i think this probably means that you have a gl.glBegin(GL_SOMETHING) without > a corresponding gl.glEnd() > > HTH > col > > -----Original Message----- > From: George Li > To: gl4...@li... > Sent: 26/09/02 19:15 > Subject: [gl4java-usergroup] Error: gljDestroy failed (free) > > Hi, > > Anyone has any idea about the error message of "gljDestroy failed > (free)"? > > Thanks. > |
From: Pepijn V. E. <pep...@lu...> - 2002-09-30 08:08:22
|
The visual studio projects in the cvs don't include the MemoryManager.c source file. Add that and it should compile. Pepijn Van Eeckhoudt ----- Original Message ----- From: "Torsten Wiederkehr" <tor...@ho...> To: <gl4...@li...> Sent: Wednesday, September 04, 2002 9:03 PM Subject: [gl4java-usergroup] Linking error > Hi @all, > > while trying to compile the libraries for GL4Java I got the following > linking error: > > --------------------Configuration: GL4JavaJauGljJNI13 - Win32 > Release-------------------- > Linking... > Creating library ../libs/GL4JavaJauGljJNI13.lib and object > ../libs/GL4JavaJauGljJNI13.exp > OpenGLU_JauJNI12_funcs.obj : error LNK2001: unresolved external symbol > _FreeArrays > OpenGLU_JauJNI12_funcs.obj : error LNK2001: unresolved external symbol > _RegisterArray > ../libs/GL4JavaJauGljJNI13.dll : fatal error LNK1120: 2 unresolved externals > Error executing link.exe. > > GL4JavaJauGljJNI13.dll - 3 error(s), 0 warning(s) > > Any suggestions? > > ciao torsten > > _________________________________________________________________ > Werden Sie Mitglied bei MSN Hotmail, dem größten E-Mail-Service der Welt: > http://www.hotmail.com/de > > > > ------------------------------------------------------- > This sf.net email is sponsored by: OSDN - Tired of that same old > cell phone? Get a new here for FREE! > https://www.inphonic.com/r.asp?r=sourceforge1&refcode1=vs3390 > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Combe, C. <C....@na...> - 2002-09-26 16:56:04
|
i think this probably means that you have a gl.glBegin(GL_SOMETHING) without a corresponding gl.glEnd() HTH col -----Original Message----- From: George Li To: gl4...@li... Sent: 26/09/02 19:15 Subject: [gl4java-usergroup] Error: gljDestroy failed (free) Hi, Anyone has any idea about the error message of "gljDestroy failed (free)"? Thanks. |
From: George L. <lig...@ho...> - 2002-09-26 15:11:13
|
Hi, Anyone has any idea about the error message of "gljDestroy failed = (free)"? Thanks. |
From: pe <pe...@gm...> - 2002-09-24 20:17:41
|
hi, i uploaded today stuff that uses gl4java, a lowpoly 3d editor and a gory game demo at http://www.jzone.de/p4d/index.htm with sources. here are some screenshots: http://www.jzone.de/p4d/screens/scr0.jpg http://www.jzone.de/p4d/screens/scr1.jpg http://www.jzone.de/p4d/screens/scrE.jpg the game models were created with the editor. some features of the game demo: multitexturing, script system, particle system, physics. comments and critics are very appreciated. ciao and thanx for providing gl4java p.l. |
From: Pepijn V. E. <pep...@lu...> - 2002-09-24 10:44:08
|
Could one of the developers bring the binaries up to date with the source in the cvs? Pepijn Van Eeckhoudt |
From: Max G. <gi...@ye...> - 2002-09-23 18:36:56
|
Soh Chee Weng,Bryan wrote: >sorry if i'm repeating a question that has been asked previously. >i'm prompted with this error > >Exception:java.lang.NoClassDefFoundError: gl4java/awt/GLAnimCanvas > >tried installing whatever i could get my hands on but its still there. could anyone advise me about the matter. > > As you probably know it means that your application can't find class mentioned above. You can correct this by adding gl4java.jar to the CLASSPATH, putting GL4Java .class files to some directory which is already in classpath or putting gl4java.jar into JDK's jre/lib/ext directory. For compiler to find it you need to put it into CLASSPATH. If you have any further problems please be more specific on what is your CLASSPATH (ie. what is the output of 'set' without arguments), what your starting script contains and where GL4Java files are. HTH, Max |
From: Soh C. Weng,B. <eng...@nu...> - 2002-09-23 11:38:11
|
sorry if i'm repeating a question that has been asked previously. i'm prompted with this error=20 Exception:java.lang.NoClassDefFoundError: gl4java/awt/GLAnimCanvas tried installing whatever i could get my hands on but its still there. = could anyone advise me about the matter.=20 thanks in advance Bryan |
From: Kenneth B. R. <kbr...@al...> - 2002-09-16 02:59:11
|
> Well, I get the window full screen, and the gears the full size > of the window, but the window still has borders and things, and > the bottom appears behind the taskbar... and we have no 3D > effect still. :( > > Maybe if the Frame object used to hold this stuff was a Window > object instead (which as I recall, has no borders or widgets or > anything)... but I'm not sure how to go about altering it to do > that, since the API docs say Window objects need to have a > parent Frame. The window decorations can be disabled as of 1.4 and above; see the sources for the Grand Canyon demo (http://java.sun.com/products/jfc/tsc/articles/jcanyon/) for an example. I spent some time in the 1.4 timeframe trying to understand exactly what Windows API calls go into making a full-screen window which is compatible with OpenGL; this is the underlying implementation of full-screen when -Dsun.java2d.noddraw=true is specified. However, I believe there are still problems with this implementation though I haven't had time to look into them. If you or anyone else can write a small, self-contained C/C++ program on Windows (not using GLUT) which makes a full-screen OpenGL window and draws a triangle into it, I'll try to get the non-DirectDraw full-screen implementation fixed in the JDK. FYI, the SCSL sources for 1.4 are available on Sun's web site, so you can look at the current full-screen implementation. |
From: Graeme H. <hum...@ur...> - 2002-09-06 15:39:05
|
Kenneth B. Russell wrote: >Try specifying -Dsun.java2d.noddraw=true on the command prompt. >Please follow up indicating whether this solves the problem. > > Well, I get the window full screen, and the gears the full size of the window, but the window still has borders and things, and the bottom appears behind the taskbar... and we have no 3D effect still. :( Maybe if the Frame object used to hold this stuff was a Window object instead (which as I recall, has no borders or widgets or anything)... but I'm not sure how to go about altering it to do that, since the API docs say Window objects need to have a parent Frame. Graeme |
From: Kenneth B. R. <kbr...@al...> - 2002-09-06 05:55:49
|
> I discovered that NVidia's stereoscopic drivers only function when your > opengl/d3d app is in fullscreen mode. Now, I've been able to get the > fullscreen Gear demo from the FAQ running (after a little tweaking and a > call to device.setFullScreenWindow(mainFrame);, but it doesn't appear to > be the "right" kind of fullscreen for NVidia's drivers to start working > properly. > > I would guess that the drivers expect that the opengl rendering area > cover the fullscreen in the normal GLUT/whatever manner before they'll > take over and allow me to use their stereoscopic functions... however, I > see no way to do that using GL4Java. Any ideas? Try specifying -Dsun.java2d.noddraw=true on the command prompt. Please follow up indicating whether this solves the problem. |