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From: Powell, M. A. <Mar...@ps...> - 2002-07-22 17:15:55
|
Is there any repositories out there of 3D Model Loaders, similar to Java3D's? Specifically I am looking for a OBJ loader. Or am I just going to have to bite the bullet and write it myself? =20 Thanks, Mark =20 =20 |
From: Subu <ma...@ce...> - 2002-07-22 04:46:11
|
Here's the test case. Initially, there are 2 canvases added to a JSplitPane, and the JSplitPane itself is added to the content pane (JPanel) of the Frame. What I'm doing is... -Remove the canvas (the one that was initially on the left of the split pane) from the JSplitPane -Remove the JSplitPane from the content pane. -Add the removed canvas to the content pane. The keystroke "s" toggles between the split configuration and the single canvas configuration. This test case does not work with the fix I've proposed, but it illustrates the problem. If time permits, I'll look into why my application works with this fix. > -----Original Message----- > From: Kenneth B. Russell [mailto:kbr...@al...] > Sent: Sunday, July 21, 2002 11:59 AM > To: Subu > Cc: GL4Java Users > Subject: Re: [gl4java-usergroup] Possible bug in > gljMakeCurrentNative() > > > > > > What problem did you see that this patch fixes? I assume it > > > was related to the removal of canvases from the component > hierarchy. > > > > Yes, that is correct. It just recreate's the OpenGL context > when the > > component hierarchy changes. It could be removing this > canvas from a > > component hierarchy or removing one of its parents from the > component > > hierarchy. > > The OpenGL context shouldn't be recreated until the next time > the component is added to the hierarchy. I can believe that > your code fixes a problem here, but could you please either > > a) provide a test case > > b) describe exactly the problem you saw in your application > that this patch fixes > > Thanks. > |
From: Kenneth B. R. <kbr...@al...> - 2002-07-21 18:58:43
|
> > What problem did you see that this patch fixes? I assume it > > was related to the removal of canvases from the component hierarchy. > > Yes, that is correct. It just recreate's the OpenGL context when the > component hierarchy changes. It could be removing this canvas from a > component hierarchy or removing one of its parents from the component > hierarchy. The OpenGL context shouldn't be recreated until the next time the component is added to the hierarchy. I can believe that your code fixes a problem here, but could you please either a) provide a test case b) describe exactly the problem you saw in your application that this patch fixes Thanks. |
From: Kenneth B. R. <kbr...@al...> - 2002-07-20 14:42:38
|
> I do not have a test case as this is part of a huge application. However, if > you're really really need the test case, I could work one one. Please let me > know. Also, I do not know what "failure mode" means (in this context). What problem did you see that this patch fixes? I assume it was related to the removal of canvases from the component hierarchy. |
From: Kenneth B. R. <kbr...@al...> - 2002-07-20 04:33:45
|
> When the parent of a GLCanvas is changed, the code in the if block > (gljMakeCurrentNative() in OpenGL_Win32_jawt.c) is executed. Thanks for the patch. Could you please describe the failure mode this fixes and provide a small test case? It looks like the same patch applies to OpenGL_X11_jawt.c as well. Once I've verified the fix I'll check in both files. |
From: Subu <ma...@ce...> - 2002-07-20 00:06:53
|
When the parent of a GLCanvas is changed, the code in the if block (gljMakeCurrentNative() in OpenGL_Win32_jawt.c) is executed. if(jawt_lock(env, pData, JNI_FALSE, verbose)==JNI_FALSE || pData->result==JNI_FALSE ) { /* this can happen: if ( (pJData->lock & JAWT_LOCK_SURFACE_CHANGED) != 0 ) In this case, we need a new GLXContext ... This has to be queried by the java class, while using the native method hasJAWTSurfaceChanged ! */ if(verbose) { fprintf(stderr,"\nGL4Java ERROR: MakeCurrent could not lock JAWT reference!\n"); fflush(stderr); } ret=JNI_FALSE; jawt_close_unlock(env, pData, JNI_FALSE); return ret; } Before the call to jawt_close_unlock(), pData->lock has the bit JAWT_LOCK_SURFACE_CHANGED set. After this call, this bit is cleared. Now gljMakeCurrent() (in GLContext.java) calls hasJAWTSurfaceChanged() to check if the GLContext needs to be recreated, and hasJAWTSurfaceChanged() always returns false. I've made a local fix to set this bit after the call to jawt_close_unlock() only if it was set before the call. This seems to work nicely for me. Could someone who knows more about this please tell me if this is the right thing to do? If it is correct, could one of the developers please fix it for the next release. JNIEXPORT jboolean JNICALL Java_gl4java_GLContext_gljMakeCurrentNative( JNIEnv *env, jobject obj, jobject canvas, jlong disp, jlong thisWin, jlong glContext) { ... int lockSurfaceChanged = 0; ... ... if(jawt_lock(env, pData, JNI_FALSE, verbose)==JNI_FALSE || pData->result==JNI_FALSE ) { ... ... lockSurfaceChanged = pData->lock & JAWT_LOCK_SURFACE_CHANGED; jawt_close_unlock(env, pData, JNI_FALSE); if (lockSurfaceChanged) pData->lock |= JAWT_LOCK_SURFACE_CHANGED; return ret; } ... ... } -s |
From: guillaume D. <gui...@ne...> - 2002-07-14 22:54:26
|
On Thu, 11 Jul 2002 09:51:58 +0200 "Alban Cousinie" <aco...@wa...> wrote: > GLAnimCanvas is an awt and heavyweight component. > > JMenus are swing and lightweight components. > You may have 2 other alternatives : > > - Use an awt menu wich should be heavyweight and should display > properly (I am not sure about this, you have to make a test. If you do > it, please let me know how it works). > > - Draw the menu yourself in OpenGL at the right place : see > MiscDemos\tessdemo.html for an exemple. i read the example, it s not what i want. using awt components worf fine in this way: class GLTestMenu extends MenuBar { /* liste des objets que je vais utiliser */ Menu myMenuFile; Menu myMenuHelp; MenuItem myMenuItemAbout; /* constructor */ GLTestMenu() { myMenuFile = new JMenu("File"); this.add(myMenuFile); myMenuHelp = new Menu("Help"); this.add(myMenuHelp); myMenuItemAbout = new MenuItem("About"); myMenuHelp.add(myMenuItemAbout); } /* methodes */ } but AWT Menu is not very beautifull compared to Swing. i m trying another way with setDefaultLightWeightPopupEnabled(boolean) that Jiba told. if it works and someone is interested, i'll post it. thanks you two for your help, -- guillaume |
From: Powell, M. A. <Mar...@ps...> - 2002-07-11 18:44:42
|
Thank you Franck,=20 It helps a lot. Now I can get my stuff out of the SimplAnimApplet1 :) Thanks again, Mark ---------------------- Mark Powell Programmer/Analyst - PSL NMSU (505)522-9204=20 -----Original Message----- From: Franck Delache [mailto:fde...@mi...]=20 Sent: Thursday, July 11, 2002 7:10 AM To: Powell, Mark A.; 'Pepijn Van Eeckhoudt'; gl4...@li... Subject: RE: [gl4java-usergroup] GLJPanel in software mode? Ok I made an example for you. I picked it up from tests I have done. And a special for you, it includes drawing Japanese fonts ;-) Take a look at it, I hope this will help. It is using font from M$ windows, so if you are on a Linux machine, just change the font name and you'll be ok. The code is not really clean and is full of commented code... That's my test project... :/ Sorry. Francky -----Original Message----- From: gl4...@li... [mailto:gl4...@li...]On Behalf Of Powell, Mark A. Sent: 10 juillet, 2002 16:37 To: Pepijn Van Eeckhoudt; gl4...@li... Subject: RE: [gl4java-usergroup] GLJPanel in software mode? Would anyone be willing to write up a little example (say draw a triangle) doing the following: Use the GLEventListener (I need to get with the times here) Place it into some AWT component (So I can get Hardware rendering) Place the above renderer into a JPanel and place that panel into a JFrame? I'm having nothing but trouble getting a decent awt renderer into a JFrame and need a little help. If anyone is willing to do this for me, I'd be VERY grateful. Thanks Mark ---------------------- Mark Powell Programmer/Analyst - PSL NMSU (505)522-9204 -----Original Message----- From: Pepijn Van Eeckhoudt [mailto:pep...@lu...] Sent: Wednesday, July 10, 2002 1:30 PM To: Powell, Mark A.; gl4...@li... Subject: Re: [gl4java-usergroup] GLJPanel in software mode? Doh, I missed your actual question :) You can always fall back to the GL(anim)Canvas class. This is however an AWT component, so you can expect the usual mess when you combine swing and awt components. Pepijn Van Eeckhoudt On 10-07-2002 16:47, "Powell, Mark A." <Mar...@ps...> wrote: > I was looking through the FAQ and came across the entry regarding > GLJPanel and GLAnimCanvas, specifically this: > > "The GLJPanel implementation currently renders to an off-screen buffer > and copies the pixels to the lightweight component. This leads to > slowdowns over GLAnimCanvas because the rendering is not > hardware-accelerated and because of the copying overhead." > > I have a JFrame that adds a GLJPanel which has a GLAnimJPanel added to > it. Am I in software mode? If I am, is it possible to render in hardware > mode and continue to add it to a JFrame? > > Thanks for any help. > > --Mark > > ---------------------- > Mark Powell > Programmer/Analyst - PSL NMSU > (505)522-9204 > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Two, two, TWO treats in one. > 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 Two, two, TWO treats in one. http://thinkgeek.com/sf _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup=20 |
From: guillaume D. <gui...@ne...> - 2002-07-11 18:39:03
|
On Thu, 11 Jul 2002 09:09:37 -0400 "Franck Delache" <fde...@mi...> wrote: > Take a look at it, I hope this will help. It is using font from M$ windows, > so if you are on a Linux machine, just change the font name and you'll be > ok. hum... in your mail you have attached a winmail.dat it looks like this: x>"%¤äóÀset2¢ pàkÉ i@up0ar °st àvpd eµAnpa sp16,;¢c @°!P10 ;-)sÄÄTap"°oµÀP iõ,:S`Y+¡\@@ÿuéâú/äÏk_æÏçßèïúªuä}° û£r{¡{ç^{Tïãá9oiè\zÎ$f3ièÆAXè+Át£õ¹»5uáYPjòiì\VÏ1téÑyyT'ض¢ÁÆØÁ6îJHâÇGLø.[DRͧ A¸qcsß÷9ã³= >±êàBê/hkÂ!ÇòÛû£Fy2ôú±ó3}èã÷5ÙSLÚÙ\º °q\ÄO</Cbк\|3×cÿËT5×}îF_«úNÜye_7HüSQCGÚ|ÍÜlåôÜÊiï»Ñ ü5Ý9+'è)ó¨u0×aùø>>8cÀKÑù (¥=êlX8'@Í÷ðöëGýU¼Ö/Sª8ý}Ñä¯ÇâH#©R &¶ßgRg%xA£xÍ¢ÃÒt1]¡+IrAÛÉ`ÈÈÝP,I¼¦ø where may i change the font name? can't you just send it in plain/text? thanks, -- guillaume |
From: Franck D. <fde...@mi...> - 2002-07-11 13:04:07
|
Ok I made an example for you. I picked it up from tests I have done. And a special for you, it includes drawing Japanese fonts ;-) Take a look at it, I hope this will help. It is using font from M$ windows, so if you are on a Linux machine, just change the font name and you'll be ok. The code is not really clean and is full of commented code... That's my test project... :/ Sorry. Francky -----Original Message----- From: gl4...@li... [mailto:gl4...@li...]On Behalf Of Powell, Mark A. Sent: 10 juillet, 2002 16:37 To: Pepijn Van Eeckhoudt; gl4...@li... Subject: RE: [gl4java-usergroup] GLJPanel in software mode? Would anyone be willing to write up a little example (say draw a triangle) doing the following: Use the GLEventListener (I need to get with the times here) Place it into some AWT component (So I can get Hardware rendering) Place the above renderer into a JPanel and place that panel into a JFrame? I'm having nothing but trouble getting a decent awt renderer into a JFrame and need a little help. If anyone is willing to do this for me, I'd be VERY grateful. Thanks Mark ---------------------- Mark Powell Programmer/Analyst - PSL NMSU (505)522-9204 -----Original Message----- From: Pepijn Van Eeckhoudt [mailto:pep...@lu...] Sent: Wednesday, July 10, 2002 1:30 PM To: Powell, Mark A.; gl4...@li... Subject: Re: [gl4java-usergroup] GLJPanel in software mode? Doh, I missed your actual question :) You can always fall back to the GL(anim)Canvas class. This is however an AWT component, so you can expect the usual mess when you combine swing and awt components. Pepijn Van Eeckhoudt On 10-07-2002 16:47, "Powell, Mark A." <Mar...@ps...> wrote: > I was looking through the FAQ and came across the entry regarding > GLJPanel and GLAnimCanvas, specifically this: > > "The GLJPanel implementation currently renders to an off-screen buffer > and copies the pixels to the lightweight component. This leads to > slowdowns over GLAnimCanvas because the rendering is not > hardware-accelerated and because of the copying overhead." > > I have a JFrame that adds a GLJPanel which has a GLAnimJPanel added to > it. Am I in software mode? If I am, is it possible to render in hardware > mode and continue to add it to a JFrame? > > Thanks for any help. > > --Mark > > ---------------------- > Mark Powell > Programmer/Analyst - PSL NMSU > (505)522-9204 > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Two, two, TWO treats in one. > 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 Two, two, TWO treats in one. http://thinkgeek.com/sf _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Jiba <Jea...@im...> - 2002-07-11 10:08:14
|
On 2002.07.10 16:10:02 +0000 guillaume Desticourt wrote: > > hello, > > i've a little problem with the GLAnimCanvas. > in my main window, i've setted a JMenuBar, and when i developpe the JMenu > clicking it, the JMenuItem wich should be on the GLAnimCanvas doesn't > appear. i > think it's normal, but i don't know how to solve this probleme. > any idea? > > thank you for your help. > > the source: > http://www.freenopen.net/~guillaume/fr/prog/gl4java/affiche/GLTestGraphic.java The JMenuItem is SWING whereas the GLAnimCanvas is AWT... A solution is to draw ALL menu in a different window (SWING does not do that by default). For that, call: // The magic line for mixing SWING menus with AWT and GL4Java JPopupMenu.setDefaultLightWeightPopupEnabled(false); At the very beginning of your code. Contrary to what one may understand, it affects all menus and not only popupmenu. Jiba |
From: Alban C. <aco...@wa...> - 2002-07-11 07:52:00
|
I=92m not an expert about Java GUI components, but this question is = often asked on the mailing list (and we should add it to the FAQ).=20 =20 Here is what I understood : =20 GLAnimCanvas is an awt and heavyweight component. JMenus are swing and lightweight components. Lightweight and heavyweight components don=92t mix properly, as heavyweight components are always draw on top of lightweight components. Thus, your menu opens behind your canvas. So if you want to be able to display a menu over your OpenGL stuff, you need to use a GLJPanel wich is lightweight. (It works, see the demo in swingDemos/GLSwingDemoApplet for an exemple). The drawback is the GLJPanel is not hardware accelerated, so you will lose performance over GLAnimCanvas. =20 You may have 2 other alternatives : - Use an awt menu wich should be heavyweight and should display properly (I am not sure about this, you have to make a test. If you do it, please let me know how it works). - Draw the menu yourself in OpenGL at the right place : see MiscDemos\tessdemo.html for an exemple. =20 Good day =20 Alban Cousini=E9 =20 =20 =20 =20 =20 |
From: Powell, M. A. <Mar...@ps...> - 2002-07-10 20:37:33
|
Would anyone be willing to write up a little example (say draw a triangle) doing the following: Use the GLEventListener (I need to get with the times here) Place it into some AWT component (So I can get Hardware rendering) Place the above renderer into a JPanel and place that panel into a=20 JFrame? I'm having nothing but trouble getting a decent awt renderer into a JFrame and need a little help. If anyone is willing to do this for me, I'd be VERY grateful. Thanks Mark ---------------------- Mark Powell Programmer/Analyst - PSL NMSU (505)522-9204=20 -----Original Message----- From: Pepijn Van Eeckhoudt [mailto:pep...@lu...]=20 Sent: Wednesday, July 10, 2002 1:30 PM To: Powell, Mark A.; gl4...@li... Subject: Re: [gl4java-usergroup] GLJPanel in software mode? Doh, I missed your actual question :) You can always fall back to the GL(anim)Canvas class. This is however an AWT component, so you can expect the usual mess when you combine swing and awt components. Pepijn Van Eeckhoudt On 10-07-2002 16:47, "Powell, Mark A." <Mar...@ps...> wrote: > I was looking through the FAQ and came across the entry regarding > GLJPanel and GLAnimCanvas, specifically this: >=20 > "The GLJPanel implementation currently renders to an off-screen buffer > and copies the pixels to the lightweight component. This leads to > slowdowns over GLAnimCanvas because the rendering is not > hardware-accelerated and because of the copying overhead." >=20 > I have a JFrame that adds a GLJPanel which has a GLAnimJPanel added to > it. Am I in software mode? If I am, is it possible to render in hardware > mode and continue to add it to a JFrame? >=20 > Thanks for any help. >=20 > --Mark >=20 > ---------------------- > Mark Powell > Programmer/Analyst - PSL NMSU > (505)522-9204=20 >=20 >=20 >=20 > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Two, two, TWO treats in one. > http://thinkgeek.com/sf > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Pepijn V. E. <pep...@lu...> - 2002-07-10 19:30:27
|
Doh, I missed your actual question :) You can always fall back to the GL(anim)Canvas class. This is however an AWT component, so you can expect the usual mess when you combine swing and awt components. Pepijn Van Eeckhoudt On 10-07-2002 16:47, "Powell, Mark A." <Mar...@ps...> wrote: > I was looking through the FAQ and came across the entry regarding > GLJPanel and GLAnimCanvas, specifically this: > > "The GLJPanel implementation currently renders to an off-screen buffer > and copies the pixels to the lightweight component. This leads to > slowdowns over GLAnimCanvas because the rendering is not > hardware-accelerated and because of the copying overhead." > > I have a JFrame that adds a GLJPanel which has a GLAnimJPanel added to > it. Am I in software mode? If I am, is it possible to render in hardware > mode and continue to add it to a JFrame? > > Thanks for any help. > > --Mark > > ---------------------- > Mark Powell > Programmer/Analyst - PSL NMSU > (505)522-9204 > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Two, two, TWO treats in one. > http://thinkgeek.com/sf > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Pepijn V. E. <pep...@lu...> - 2002-07-10 19:29:14
|
If you are using the GL(Anim)Jpanel, you will always be using software mode. The problem here is that most opengl do not support hw accelerated offscreen rendering. There was a discussion some time ago about how we could work around this. I offered to look in to it back then, but unfortunately I haven't had any time to do that yet... Pepijn Van Eeckhoudt On 10-07-2002 16:47, "Powell, Mark A." <Mar...@ps...> wrote: > I was looking through the FAQ and came across the entry regarding > GLJPanel and GLAnimCanvas, specifically this: > > "The GLJPanel implementation currently renders to an off-screen buffer > and copies the pixels to the lightweight component. This leads to > slowdowns over GLAnimCanvas because the rendering is not > hardware-accelerated and because of the copying overhead." > > I have a JFrame that adds a GLJPanel which has a GLAnimJPanel added to > it. Am I in software mode? If I am, is it possible to render in hardware > mode and continue to add it to a JFrame? > > Thanks for any help. > > --Mark > > ---------------------- > Mark Powell > Programmer/Analyst - PSL NMSU > (505)522-9204 > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Two, two, TWO treats in one. > http://thinkgeek.com/sf > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: guillaume D. <gui...@ne...> - 2002-07-10 16:10:04
|
hello, i've a little problem with the GLAnimCanvas. in my main window, i've setted a JMenuBar, and when i developpe the JMenu clicking it, the JMenuItem wich should be on the GLAnimCanvas doesn't appear. i think it's normal, but i don't know how to solve this probleme. any idea? thank you for your help. the source: http://www.freenopen.net/~guillaume/fr/prog/gl4java/affiche/GLTestGraphic.java -- guillaume |
From: Antony R. <an...@li...> - 2002-07-10 15:14:16
|
I'm currently trying to develop a range of tutorials as well. I also in = the process of designing some kind of site to house all this info as = well. So, I'd be more than happy to put your documents up. Let me know what you think. Antony ----- Original Message -----=20 From: Chad Stansbury=20 To: gl4...@li...=20 Sent: Wednesday, July 10, 2002 2:27 PM Subject: [gl4java-usergroup] Additional GL4Java docs needed? Hello - I'm a newbie at both OpenGL, and GL4Java. However, I've been reading = the redbook, and using GL4Java to implement a lot of the exercise in the = redbook. I had a lot of problems getting GL4Java set up properly = (mostly due to my inability to read the FAQ), and would like to begin = writing some docs/tutorial to make the process easier for other = newbies... Does anyone think this would be useful? If so, is there someone who = would like to house these documents on the website? Thanks in Advance, Chad ----- Original Message -----=20 From: Chad Stansbury=20 To: gl4...@li...=20 Sent: Saturday, June 08, 2002 12:11 PM Subject: Re: [gl4java-usergroup] Newbie: Using GLJPanel Oops, looks like I spoke too soon. The gljSwap() works just fine, = thank you. It's the gljFree() that was throwing the exception. Please = forget all the nonsense that I spouted in my previous email. Thanks, Chad PS - This does, however, raise the question "When to use gljFree()? |
From: Powell, M. A. <Mar...@ps...> - 2002-07-10 14:47:37
|
I was looking through the FAQ and came across the entry regarding GLJPanel and GLAnimCanvas, specifically this: "The GLJPanel implementation currently renders to an off-screen buffer and copies the pixels to the lightweight component. This leads to slowdowns over GLAnimCanvas because the rendering is not hardware-accelerated and because of the copying overhead." I have a JFrame that adds a GLJPanel which has a GLAnimJPanel added to it. Am I in software mode? If I am, is it possible to render in hardware mode and continue to add it to a JFrame?=20 Thanks for any help. --Mark ---------------------- Mark Powell Programmer/Analyst - PSL NMSU (505)522-9204=20 |
From: Chad S. <sta...@ea...> - 2002-07-10 13:26:04
|
Hello - I'm a newbie at both OpenGL, and GL4Java. However, I've been reading = the redbook, and using GL4Java to implement a lot of the exercise in the = redbook. I had a lot of problems getting GL4Java set up properly = (mostly due to my inability to read the FAQ), and would like to begin = writing some docs/tutorial to make the process easier for other = newbies... Does anyone think this would be useful? If so, is there someone who = would like to house these documents on the website? Thanks in Advance, Chad ----- Original Message -----=20 From: Chad Stansbury=20 To: gl4...@li...=20 Sent: Saturday, June 08, 2002 12:11 PM Subject: Re: [gl4java-usergroup] Newbie: Using GLJPanel Oops, looks like I spoke too soon. The gljSwap() works just fine, = thank you. It's the gljFree() that was throwing the exception. Please = forget all the nonsense that I spouted in my previous email. Thanks, Chad PS - This does, however, raise the question "When to use gljFree()? |
From: Drake W. <dr...@er...> - 2002-07-09 18:01:22
|
Ok, how do you find the current translation of the state model? I want to rotate an item... I have other translations going before it that I don't control (from the objects doing the rotation)... Is there a way to say glGetTranslations() in any form? I really don't want to add another method to my interface to have all the beans rotate before I start moving them. thanks : ) |
From: Combe, C. <C....@na...> - 2002-07-09 15:16:27
|
thanks, col -----Original Message----- From: Antony Ribot [mailto:an...@li...] Sent: 09 July 2002 16:18 To: Combe, Colin; gl4...@li... Subject: Re: [gl4java-usergroup] lighting problem http://www.acm.org/pubs/tog/GraphicsGems/gemsiii/newell.c Antony ----- Original Message ----- From: "Combe, Colin" <C....@na...> To: <gl4...@li...> Sent: Tuesday, July 09, 2002 3:59 PM Subject: RE: [gl4java-usergroup] lighting problem Thanks Jens and Antony, yes, as you have both pointed out i have a problem with my normal calculations - a simple cube works fine. Oh dear... i'm not sure how to start debugging... cheers, col -----Original Message----- From: Jens G=FCnther [mailto:jen...@ag...] Sent: 09 July 2002 15:30 To: Combe, Colin Subject: Re: [gl4java-usergroup] lighting problem Hi Colin, i use the following structure in my display()-method: glMatrixMode( GL_PROJECTION ); // define properties for = projection glLoadIdentity(); // initialize projection matrix glFrustum(); // define view frustum, you can // also use gluPerspective(...) glMatrixMode( GL_MODELVIEW ); // start of model transformations glLoadIdentity(); // init modelview-matrix // place here objects, which are static to the cameraposition. This // means that all objects you draw here move with the camera, like a // headlight. glLoadIdentity(); // again init modelview-matrix to // forgot the transformations = make // to the camera-static objects // now place here your transformation for the camera. gluLookAt(...); // and now after a long way of initializing... draw your objects, also // lights like the following ( in my code ): glLightfv( GL_LIGHT0, GL_POSITION, vpos ); // static Light glPushMatrix; // save current transformation, // the cameraview //transform object //draw object glPopMatrix; // forgot last transformations hope, this would help you. The logic for translations, rotations and scale is'nt easy to understand, i had tried many times to get the right orders. Finally i compiled your code and run it. If you exactly observe your model you must recognize that it seems as the light will rotate faster as the model, so I THINK YOU HAVE SOME PROBLEMS WITH YOUR NORMALS! Because if you comment out the push and pop between the lightposition = is made then you will have a structure nearly to my. good luck ;) Jens ----------------------------------------------------- [ age-works softwaretechnologies ] http://www.age-works.de Jens G=FCnther email: jen...@ag... ----------------------------------------------------- ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Stuff, things, and much much more. http://thinkgeek.com/sf _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Combe, C. <C....@na...> - 2002-07-09 15:14:13
|
hmmm... given that my normal calculations are completely separate from = the maths used by openGL to rotate the object - how come the rotation of = the object affects the answers I get for my normals? confused, colin=20 -----Original Message----- From: Combe, Colin [mailto:C....@na...] Sent: 09 July 2002 15:59 To: gl4...@li... Subject: RE: [gl4java-usergroup] lighting problem Thanks Jens and Antony, yes, as you have both pointed out i have a problem with my normal calculations - a simple cube works fine. Oh dear... i'm not sure how to start debugging... cheers, col -----Original Message----- From: Jens G=FCnther [mailto:jen...@ag...] Sent: 09 July 2002 15:30 To: Combe, Colin Subject: Re: [gl4java-usergroup] lighting problem Hi Colin, i use the following structure in my display()-method: glMatrixMode( GL_PROJECTION ); // define properties for = projection glLoadIdentity(); // initialize projection matrix glFrustum(); // define view frustum, you can // also use gluPerspective(...) glMatrixMode( GL_MODELVIEW ); // start of model transformations glLoadIdentity(); // init modelview-matrix // place here objects, which are static to the cameraposition. This // means that all objects you draw here move with the camera, like a // headlight. glLoadIdentity(); // again init modelview-matrix to // forgot the transformations = make // to the camera-static objects // now place here your transformation for the camera. gluLookAt(...); // and now after a long way of initializing... draw your objects, also // lights like the following ( in my code ): glLightfv( GL_LIGHT0, GL_POSITION, vpos ); // static Light glPushMatrix; // save current transformation, // the cameraview //transform object //draw object glPopMatrix; // forgot last transformations hope, this would help you. The logic for translations, rotations and=20 scale is'nt easy to understand, i had tried many times to get the right = orders. Finally i compiled your code and run it. If you exactly observe your=20 model you must recognize that it seems as the light will rotate faster=20 as the model, so I THINK YOU HAVE SOME PROBLEMS WITH YOUR NORMALS!=20 Because if you comment out the push and pop between the lightposition = is=20 made then you will have a structure nearly to my. good luck ;) Jens ----------------------------------------------------- [ age-works softwaretechnologies ] http://www.age-works.de Jens G=FCnther email: jen...@ag... ----------------------------------------------------- ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Stuff, things, and much much more. http://thinkgeek.com/sf _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Antony R. <an...@li...> - 2002-07-09 15:10:27
|
http://www.acm.org/pubs/tog/GraphicsGems/gemsiii/newell.c Antony ----- Original Message ----- From: "Combe, Colin" <C....@na...> To: <gl4...@li...> Sent: Tuesday, July 09, 2002 3:59 PM Subject: RE: [gl4java-usergroup] lighting problem Thanks Jens and Antony, yes, as you have both pointed out i have a problem with my normal calculations - a simple cube works fine. Oh dear... i'm not sure how to start debugging... cheers, col -----Original Message----- From: Jens Günther [mailto:jen...@ag...] Sent: 09 July 2002 15:30 To: Combe, Colin Subject: Re: [gl4java-usergroup] lighting problem Hi Colin, i use the following structure in my display()-method: glMatrixMode( GL_PROJECTION ); // define properties for projection glLoadIdentity(); // initialize projection matrix glFrustum(); // define view frustum, you can // also use gluPerspective(...) glMatrixMode( GL_MODELVIEW ); // start of model transformations glLoadIdentity(); // init modelview-matrix // place here objects, which are static to the cameraposition. This // means that all objects you draw here move with the camera, like a // headlight. glLoadIdentity(); // again init modelview-matrix to // forgot the transformations make // to the camera-static objects // now place here your transformation for the camera. gluLookAt(...); // and now after a long way of initializing... draw your objects, also // lights like the following ( in my code ): glLightfv( GL_LIGHT0, GL_POSITION, vpos ); // static Light glPushMatrix; // save current transformation, // the cameraview //transform object //draw object glPopMatrix; // forgot last transformations hope, this would help you. The logic for translations, rotations and scale is'nt easy to understand, i had tried many times to get the right orders. Finally i compiled your code and run it. If you exactly observe your model you must recognize that it seems as the light will rotate faster as the model, so I THINK YOU HAVE SOME PROBLEMS WITH YOUR NORMALS! Because if you comment out the push and pop between the lightposition is made then you will have a structure nearly to my. good luck ;) Jens ----------------------------------------------------- [ age-works softwaretechnologies ] http://www.age-works.de Jens Günther email: jen...@ag... ----------------------------------------------------- ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Stuff, things, and much much more. http://thinkgeek.com/sf _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Combe, C. <C....@na...> - 2002-07-09 15:00:13
|
Thanks Jens and Antony, yes, as you have both pointed out i have a problem with my normal calculations - a simple cube works fine. Oh dear... i'm not sure how to start debugging... cheers, col -----Original Message----- From: Jens G=FCnther [mailto:jen...@ag...] Sent: 09 July 2002 15:30 To: Combe, Colin Subject: Re: [gl4java-usergroup] lighting problem Hi Colin, i use the following structure in my display()-method: glMatrixMode( GL_PROJECTION ); // define properties for = projection glLoadIdentity(); // initialize projection matrix glFrustum(); // define view frustum, you can // also use gluPerspective(...) glMatrixMode( GL_MODELVIEW ); // start of model transformations glLoadIdentity(); // init modelview-matrix // place here objects, which are static to the cameraposition. This // means that all objects you draw here move with the camera, like a // headlight. glLoadIdentity(); // again init modelview-matrix to // forgot the transformations = make // to the camera-static objects // now place here your transformation for the camera. gluLookAt(...); // and now after a long way of initializing... draw your objects, also // lights like the following ( in my code ): glLightfv( GL_LIGHT0, GL_POSITION, vpos ); // static Light glPushMatrix; // save current transformation, // the cameraview //transform object //draw object glPopMatrix; // forgot last transformations hope, this would help you. The logic for translations, rotations and=20 scale is'nt easy to understand, i had tried many times to get the right = orders. Finally i compiled your code and run it. If you exactly observe your=20 model you must recognize that it seems as the light will rotate faster=20 as the model, so I THINK YOU HAVE SOME PROBLEMS WITH YOUR NORMALS!=20 Because if you comment out the push and pop between the lightposition = is=20 made then you will have a structure nearly to my. good luck ;) Jens ----------------------------------------------------- [ age-works softwaretechnologies ] http://www.age-works.de Jens G=FCnther email: jen...@ag... ----------------------------------------------------- |
From: Combe, C. <C....@na...> - 2002-07-09 13:20:10
|
- good point i've moved it to the init method now (file attatched) but unfortunately its still doing the same thing:( thanks, col -----Original Message----- From: Antony Ribot [mailto:an...@li...] Sent: 09 July 2002 13:31 To: gl4...@li... Subject: Re: [gl4java-usergroup] lighting problem If you want your light to stay in a static position why not put it in your init method? Antony ----- Original Message ----- From: "Combe, Colin" <C....@na...> To: <gl4...@li...> Sent: Tuesday, July 09, 2002 1:11 PM Subject: [gl4java-usergroup] lighting problem > hi, > i been having some problems trying to turn an object around - the light > source keeps moving with it. I'm fairly new to all this, but the advice i > got from a discussion group over at openGL.org was that a display method > with the following structure - > > LoadIdentity > Position the camera > Push > Position the light > Pop > For each object > ....Push > ....Position the object > ....Draw the object > ....Pop > Swap buffers > > should allow me to rotate objects independantly of the light source, the > desired effect. I think that this is what the attatched code does - but when > i run it the light source turns with the object. Whats going wrong? > > thanks, > col > > p.s. Sven - if you're reading this - thanks for the advice you gave me about > adding and removing canvases from frames a couiple of weeks ago - i've not > dowloaded the source from the cvs tree to try it yet but will give it a go > soon. > > > > <<GLApp.java>> > ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Stuff, things, and much much more. http://thinkgeek.com/sf _______________________________________________ gl4java-usergroup mailing list gl4...@li... https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |