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From: p <pe...@gm...> - 2000-09-26 00:19:42
|
hi, firstly i think gl4java is very important for java. i really appreciate your work on this project. gl4java maked me loose the last argument to programm in c :) i am interested in programming 3d applets for the web. so there is the problem that gl4java is not installed on every browser. i met this problem in this way: there is a software renderer 3d api (www.anfy3d.com/dev) that is java 1.1 and only ~50 kb. so i wrote a test_mapping_class for gl4java (~15kb). if an applet contains both classes it can provide 3d content either with software or with opengl. i think this may be a alternative to 3d plugins like 'metastream' or others. if sb. is interested here is in example: http://www.jzone.de/java/jump/index.htm its a jump 'n run java 1.1 applet with skeletal animations, multiple maps (2) particles , damage skins and sound (well the last point hasn't anything to do with gl4java :) ). ciao peter -- (((http://jzone.de))) |
From: Olivier M. <Oli...@cy...> - 2000-09-25 10:13:21
|
Sven Goethel wrote: > please send your opinion/experience/ideas about GL4Java's: > - MacPort I didn't tryed it yet, but sounds good. I will port my Linux stuff to that platform soon. > - Linux Port Works fine for me. However, I regret that sometimes, crashes are really heavy (generate a core dump of several MB) and hard to debug (always crash in the gljSwap() when the error lies much earlier in the gl* methods). I also noticed some strange flickering when the CPU load is high (but this might be difficult to avoid). > - SGI Port Never tryed. > - Win32 Port Nice (I just tryed the applets) and will port my Linux stuff to Win32 soon. > - Demos Very good to: 1) see that it really works well (fast, covers all OpenGL / GLU / GLUT), 2) help programmer a lot to develop, test and understand GL4Java! > - API (Application Programming Interface) / Classes / ... Clean. > - Installation On Linux, using rpm would be a more standard way of installing GL4Java (and also would allow it to be included in most distributions (RedHat, SuSE, etc.). On Windows, why not use a standard setup program which is more familiar and easy for end users ? I also appreciate a lot that GL4Java can do both applets and standalone apps. I will love to test it with 3D hardware acceleration (with the new upcoming RedHat 7.0 or SuSE 7.0 and XFree-4.0.1). Congrats Sven! I encourage you to continue this great work! I hope this feedback helps. -Olivier |
From: Sven G. <sgo...@ja...> - 2000-09-23 00:39:35
|
Dear Users, please send your opinion/experience/ideas about GL4Java's: - MacPort - Linux Port - SGI Port - Win32 Port - Demos - API (Application Programming Interface) / Classes / ... - Installation Yours, Sven -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Sven G. <sgo...@ja...> - 2000-09-18 18:26:22
|
Dear GL4Java Users/Developers, ... sorry, I know, this is may be too fast :-) the new improved version 2.4.1.2 is released ! ! Mac OS 9.0 PPC Related ! This port is based upon the 1st Mac Port by Gerard Ziemski ! Shared GL-Context does work now ! ! Demo's Related ! The Demos Archive File is restructured Hodglim's port of the NeHe OpenGL Demos are included ! All Demos are bug-fixed, so they does run under MacOS, etc. ! (doublebuffer, key-input, ...) GL4Java Homepage: http://www.jausoft.com/gl4java/ CURRENT BUGS (MacOS): The Offscreen Display *IS* implemented (e.g. for Swing usage), but because GL4Java's Swing interface needs Java2, it is NOT tested yet ! TessWind Demo just gives me an "out of memory" exception (help) ! Yours, Sven Goethel -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Sven G. <sgo...@ja...> - 2000-09-18 18:18:12
|
Jean-Yves BRUD wrote: > > Hello, > > Thank you Swen for the new Mac Release, it is a great day! > > 1- I noticed the folowing point: When the window is refreshing > (after a dialog box closing for exemple) > there is a flickering effect. Erasing or double buffer effect ? > My name is Sven :-) Well, I just saw a little (one redraw) flicker only once, after e.g. closing a box with Software (SW) and ATI-Hardware (ATI) Rendering ! > 2- With that new release, is it possible to get the source code of the > port ? > The code exist (just updated to 2.4.1.2), and includes the macintosh code as well (of course) ! You only have to get MacGzip & MacTar to gunzip and un-tar the source archive ! Then you can use CWP5.0, for which I have created a project under the directory GL4Java/MacOS9PPC ! > 3- With that release, I yet get my deadly problem reading FONT buffer, > I give you one more time my examples: > > I make two different drawings in FRONT and BACK buffer. > Then I save the content of each buffer on two different files:"back.tga" > and "front.tga". > > On windows (jdk 1.2.2), the result is OK: the content of each file are > different. > On macintosh, the contents of the files are identical and represent the > BACK BUFFER contents !!! > > Do you think this problem might be due to the hardware accelerated ATI > OpenGL Renderer ? > Well, I have tested it. It runs well under GNU/Linux too ! But under Mac, for me it only runs with the HW ATI 3D Driver ! SW 3D Rendering failed, like you described - funny ! I have attached my results ! (Next time: Please tar + gzip your archives, or just use zip, thanxs ya all) > Yours. > Yep. Peace, Sven -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Jean-Yves B. <jea...@wa...> - 2000-09-18 10:02:11
|
Hello, Thank you Swen for the new Mac Release, it is a great day! 1- I noticed the folowing point: When the window is refreshing (after a dialog box closing for exemple) there is a flickering effect. Erasing or double buffer effect ? 2- With that new release, is it possible to get the source code of the port ? 3- With that release, I yet get my deadly problem reading FONT buffer, I give you one more time my examples: I make two different drawings in FRONT and BACK buffer. Then I save the content of each buffer on two different files:"back.tga" and "front.tga". On windows (jdk 1.2.2), the result is OK: the content of each file are different. On macintosh, the contents of the files are identical and represent the BACK BUFFER contents !!! Do you think this problem might be due to the hardware accelerated ATI OpenGL Renderer ? Yours. J-Yves. -- -------------------------------------- Jean-Yves BRUD POLYQUARK - Ingenierie & Creation 3D Palahou - 31330 LARRA France Tel: 05.62.79.03.33 Fax: 05.62.79.03.38 Mail: jea...@wa... -------------------------------------- |
From: Sven G. <sgo...@ja...> - 2000-09-18 07:27:17
|
Dear GL4Java Users/Developers, the new improved version 2.4.1.1 is released ! ! Mac OS 9.0 PPC Port ! This port is based upon the 1st Mac Port by Gerard Ziemski ! Features: - Full 2.4.1.* port to the Macintosh OS 9.0 PPC, included: - Installer Apple-Script within the Installer Disk Image ! - Demo Disk Image ! - Some Scripts-Starters (JBindery) for the demos ! This version runs well with MS-IE ! See the CHANGES.txt file for details ... GL4Java Homepage: http://www.jausoft.com/gl4java/ CURRENT BUGS (MacOS): Shared GL-Context is not yet implemented ! The Offscreen Display *IS* implemented (e.g. for Swing usage), but because GL4Java's Swing interface needs Java2, it is NOT tested yet ! Yours, Sven Goethel -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Olivier M. <Oli...@cy...> - 2000-09-13 06:48:46
|
Sven Goethel wrote: > Olivier Michel wrote: > > > > > > Sven, > > > > I seem to have understood the gluTesselator implementation you did since > > the tesselator demos works and are pretty clear to me. However, when > > I tryed my own tesselation system, it crashed hard. I am afraid I cannot > > give you my app as is because it's huge and requires a very heavy > > installation with clients / servers. However, I will try to make a > > simple example isolating the problem similar to the > > demos/MiscDemos/tess* that hopefully will exhibit the same crash, and > > give this demo to you (give me a few days). > > > > Thank you very much! > > > > It is a pleasure. > > Well, may be the "bug" will hopefully be fixed by yourself, > while creating the little example :-) > > I am waiting .. All right. I could not reproduce the bug in a simple example derivated from tess.java. However, I could fix it in my software. Anyway, something weird was happening, which might lie rather in GLU than in GL4Java. Actually I did two things which fixed the problem: 1) The tesselator crashed because the last point submitted was the same (i.e., same coords) as the first point and the GLU tesselator didn't liked that at all :(. So, before I submit points to the tesselator, I now check if the first one and the last one have the same coords and if this is the case, I do not submit the last one to the tesselator. Ok, this one might be understandable. 2) I removed the callback setup calls (gluTessCallback) from my GL initialization method (which creates the tesselator with gluNewTess and sets up all the GL stuff, like glEnable, glHint, glShadeModel, glPolygonMode, etc.) and moved them into the method that draws the tesselated polygon (just before calling gluTessBeginPolygon). This fixed the crashed in the native gluTessEndPolygon. This one is much weirder, isn't it ? I am using the GLU from SGI sample implementation on Linux whose tesselator is not (or less) bugged than the GLU tesselator coming with Mesa. If someone has any idea on why the bug (2) occured, I would be very happy to investigate it further. It might come from the fact, that in between calling my GL init method and the tesselated face drawing method, I call many other GLU functions (especially for drawing cylinders with quadrics). This might perturbate the GLU... I hope this could help others facing the same problem. -Olivier |
From: Jean-Yves B. <jea...@wa...> - 2000-09-11 09:08:04
|
Matthias Sweertvaegher a *crit : > > > On Fri, 08 Sep 2000 17:04:21 Jean-Yves BRUD wrote: > >Hello. > hi > >I try to read the FRONT buffer and save it in tga file, > >on my macIntosh G4. > > > >I join a small code that show the problem very well : > > > >1. I make two different drawings in FRONT and BACK buffer. > >2. Then I save the content of each buffer on two different files: > >"back.tga" and "front.tga". > > > >On windows (jdk 1.2.2), the result is OK: the content of each file are > >different. > >On macintosh, the contents of the files are identical and represent the > >BACK BUFFER contents !!! > > > > then you have still more luck than I because I don't see anything at all when I take a screenshot! :-( > > the only difference is that my screengrab happens in the keypressed method (can't test it right now, but could it be that?) > > Matthias > > Angelfire for your free web-based e-mail. http://www.angelfire.com In fact, the screen grab is executed automatically when display method is executed. Just press "Q" key to quit. Jean-Yves. -- -------------------------------------- Jean-Yves BRUD POLYQUARK - Ingenierie & Creation 3D Palahou - 31330 LARRA France Tel: 05.62.79.03.33 Fax: 05.62.79.03.38 Mail: jea...@wa... -------------------------------------- |
From: Jean-Yves B. <jea...@wa...> - 2000-09-11 09:01:29
|
Olivier Michel a *crit : > Hello Jean-Yves, > > I would recommand you to try to install Mesa on MacOS and use the Mesa GL instead of Apple > OpenGL. Then, you will sure whether or not the bug is inside Apple OpenGL or in GL4Java. > > -Olivier > Thank you, it is a good idea. I tried to compiled Mesa 3.1 on the mac but I got several problems that I don't intend to solve. Is there any place where it is possible to download a binary mesa release ? Thanx. Jean-Yves |
From: Jean-Yves B. <jea...@wa...> - 2000-09-08 15:00:01
|
Hello. I already sent this mail last july but I did not find solution or idea yet. Max answered there is no problem on linux release. Is it only a bug of apple gl4 implementation ? Here is a description of the problem: ---- I try to read the FRONT buffer and save it in tga file, on my macIntosh G4. I join a small code that show the problem very well : 1. I make two different drawings in FRONT and BACK buffer. 2. Then I save the content of each buffer on two different files: "back.tga" and "front.tga". On windows (jdk 1.2.2), the result is OK: the content of each file are different. On macintosh, the contents of the files are identical and represent the BACK BUFFER contents !!! NB: I use GL4 2.3.1.0 It is a dead problem for my projet. Thank you for any idea. Jean-Yves. -- -------------------------------------- Jean-Yves BRUD POLYQUARK - Ingenierie & Creation 3D Palahou - 31330 LARRA France Tel: 05.62.79.03.33 Fax: 05.62.79.03.38 Mail: jea...@wa... -------------------------------------- |
From: Sven G. <sgo...@ja...> - 2000-09-08 12:04:08
|
Olivier Michel wrote: > > > Sven, > > I seem to have understood the gluTesselator implementation you did since > the tesselator demos works and are pretty clear to me. However, when > I tryed my own tesselation system, it crashed hard. I am afraid I cannot > give you my app as is because it's huge and requires a very heavy > installation with clients / servers. However, I will try to make a > simple example isolating the problem similar to the > demos/MiscDemos/tess* that hopefully will exhibit the same crash, and > give this demo to you (give me a few days). > > Thank you very much! > It is a pleasure. Well, may be the "bug" will hopefully be fixed by yourself, while creating the little example :-) I am waiting .. Any more participants within the tesselator bug/problem ? Yours, Sven > -Olivier > -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Olivier M. <Oli...@cy...> - 2000-09-08 11:56:09
|
Jean-Yves, As you sugguested, I commented out the ERROR callback, but it didn't fixed the problem. I also commented out the COMBINE callback without more success. > Last minute remark about your code: > In your END call back declaration, you put a "glBegin" String! Are you > it is what you want ? Oops. I just fixed this, but this was not the cause of the crash. Actually, the callback functions are not even called since they do not System.out.println. It crashes before, in the gluTessEndPolygon(). Sven, I seem to have understood the gluTesselator implementation you did since the tesselator demos works and are pretty clear to me. However, when I tryed my own tesselation system, it crashed hard. I am afraid I cannot give you my app as is because it's huge and requires a very heavy installation with clients / servers. However, I will try to make a simple example isolating the problem similar to the demos/MiscDemos/tess* that hopefully will exhibit the same crash, and give this demo to you (give me a few days). Thank you very much! -Olivier |
From: Sven G. <sgo...@ja...> - 2000-09-08 10:09:39
|
Jean-Yves BRUD wrote: > > Hello Olivier, > > I also got some crash problem with tesselation. Particularly with > ERROR and COMBINE callbacks. > Ok - let's fix it now ! Because I am a very lazy guy :-), please send the complete code (a running class with main) in a zip archive ! Please note, that the demos: tess.java, tessdemo.java & tesswind.java does run - at least under unix and win32+sun-jvm ! Please also note, that there may be some problems with the MS-JVM & some MS-OpenGL implementations :-( Please add info's about your os, jvm (vendor+version), OpenGL vendor+version ! THANXS ! > I noticed usually, the reason was the callback declaration format and > function signature parameters. I also tried several combination. > You may try the following: > > // Call back declaration > // ------------------------ > > /*gluFunc.gluTessCallback( tesselator, gluFunc.GLU_TESS_ERROR, > this, "errorCallback", "(I)V", 0, 0, 0, 0, 0); >> CRASH*/ > public void errorCallback(int errorCode) > { > throw(new Exception("....")); > } > THIS error implementation is NOT OK !!!! You should not throw an exception ... ! Please note, that the callback java methods are called out of the opengl machine !! The java callback's should be as short as possible. An exceptions wants to unwind the java stack to find a catch block, or to leave the thread/process ! This may break the opengl machine ! Just do some printout, flag change or something else (see tess.java) ! Yours, Sven > I fact, the gl4java implementation for tesselation is not very clear > to me. > Well, let's do a Q&A session ! Then we may can generate a little HOWTO ! I thought, the little demos are clear :-( > Last minute remark about your code: > In your END call back declaration, you put a "glBegin" String! Are you > it is what you want ? > glu.gluTessCallback(tesselator,GLU_TESS_END,gl,"glBegin","()V",0,0,0,0,0); > :-) See above - add a good archive + os+jvm+opengl info's to follow your problem ... > Bye. > Peace, Sven -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Jean-Yves B. <jea...@wa...> - 2000-09-08 08:11:43
|
Hello Olivier, I also got some crash problem with tesselation. Particularly with ERROR and COMBINE callbacks. I noticed usually, the reason was the callback declaration format and function signature parameters. I also tried several combination. You may try the following: // Call back declaration // ------------------------ gluFunc.gluTessCallback( tesselator, gluFunc.GLU_TESS_VERTEX, this, "vertexCallback", "([D)V", 6, 0, 0, 0, 0); gluFunc.gluTessCallback( tesselator, gluFunc.GLU_TESS_BEGIN, this, "beginCallback", "(I)V", 0, 0, 0, 0, 0); gluFunc.gluTessCallback( tesselator, gluFunc.GLU_TESS_END, this, "endCallback", "()V", 0, 0, 0, 0, 0); /*gluFunc.gluTessCallback( tesselator, gluFunc.GLU_TESS_ERROR, this, "errorCallback", "(I)V", 0, 0, 0, 0, 0); >> CRASH*/ gluFunc.gluTessCallback( tesselator, gluFunc.GLU_TESS_COMBINE, this, "combineCallback", "([D[D[F[D)V", 3, 4*6, 4, 6, 0); // Call back implementation //------------------------------ public void beginCallback(int which) { .... } public void vertexCallback(double[/*6*/] vertex) { double[] col = new double[3]; System.arraycopy(vertex, 0, col, 0, 3); >> Differ from you code. .... } public void errorCallback(int errorCode) { throw(new Exception("....")); } public void endCallback() { .... } public void combineCallback(double coords[/*3*/], double vertex_data[/*4x6*/], float weight[/*4*/], double[/*6*/] dataOut ) { throw(new Exception("....")); } I fact, the gl4java implementation for tesselation is not very clear to me. Last minute remark about your code: In your END call back declaration, you put a "glBegin" String! Are you it is what you want ? glu.gluTessCallback(tesselator,GLU_TESS_END,gl,"glBegin","()V",0,0,0,0,0); Bye. Olivier Michel a *crit : > Hello, > > I am experiencing a crash in the native > gl4java.GLUFuncJauJNI.gluTessEndPolygon method (I guess it's a crash of > the native gluTessEndPolygon function) while translating a C++ source to > Java. The problem is that the C++ source do work perfectly while the > Java one crashes. So I wonder I understood properly the Java > gluTesselator principles... Note that I use the GLU from SGI sample > implementation because the one provided with Mesa is buggy (this might > also be the source of the problem is Sven assumes we use MesaGLU...). > > Here is a sample of my source code which seems correct to my eyes: (see > below) > > I tryed many things to get cues about what's happening in the code, > without success. Thanks for help! > > -Olivier > > import gl4java.GLFunc; > import gl4java.GLUFunc; > import gl4java.GLEnum; > import gl4java.GLUEnum; > > public class GlRenderer implements GLEnum, GLUEnum { > GLFunc gl; > GLUFunc glu; > int tesselator=0; > static public void init(GLFunc glFunc,GLUFunc gluFunc) { > r.gl = glFunc; > r.glu = gluFunc; > tesselator = glu.gluNewTess(); > > glu.gluTessCallback(tesselator,GLU_TESS_BEGIN,gl,"glBegin","(I)V",0,0,0,0,0); > > glu.gluTessCallback(tesselator,GLU_TESS_VERTEX,this,"gluTessVertex","([D)V",6,0,0,0,0); > > glu.gluTessCallback(tesselator,GLU_TESS_END,gl,"glBegin","()V",0,0,0,0,0); > > glu.gluTessCallback(tesselator,GLU_TESS_ERROR,this,"gluError","(I)V",0,0,0,0,0); > > glu.gluTessCallback(tesselator,GLU_TESS_COMBINE,this,"gluTessCombine","([D[D[F[D)V",3,4,4,6,0); > > } > void glError() { > int e = gl.glGetError(); > System.err.println(glu.gluErrorString(e)); > } > void gluError(int e) { > System.err.println(glu.gluErrorString(e)); > } > void gluTessCombine(double coords[/*3*/],double > vertex_data[/*4*/],float weight[/*4*/],double[/*6*/] dataOut) { > // just do nothing > System.out.println("Combine"); > } > void gluTessVertex(double[/*6*/] vertex) { > System.out.println("gluTessVertex"); > double [] normal = new double[3]; > System.arraycopy(vertex,3,normal,0,3); > gl.glNormal3dv(normal); > gl.glVertex3dv(vertex); > } > void drawFace(double [/*n*/][/*6*/] point,boolean convex,boolean ccw) > { > int n = point.length; > System.out.println("There are "+n+" points:"); > for(int i=0;i<n;i++) { for(int j=0;j<6;j++) > System.out.print(point[i][j]+" "); System.out.println(); } > System.out.println("tesselator = "+tesselator); > > if (convex) { > switch(n) { > case 0: > case 1: > case 2: return; > case 3: gl.glBegin(GL_TRIANGLES); break; > case 4: gl.glBegin(GL_QUADS); break; > default: gl.glBegin(GL_POLYGON); break; > } > for(int i=0;i<n;i++) { > gl.glNormal3d(point[i][3],point[i][4],point[i][5]); > gl.glVertex3d(point[i][0],point[i][1],point[i][2]); > } > gl.glEnd(); > } else { > > glu.gluTessProperty(tesselator,GLU_TESS_WINDING_RULE,GLU_TESS_WINDING_POSITIVE); > > glu.gluTessBeginPolygon(tesselator,(double [])null); > glu.gluTessBeginContour(tesselator); > for(int i=0;i<n;i++) > glu.gluTessVertex(tesselator,point[i],point[i]); > glu.gluTessEndContour(tesselator); > glu.gluTessEndPolygon(tesselator); > } > } > } > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > http://lists.sourceforge.net/mailman/listinfo/gl4java-usergroup -- -------------------------------------- Jean-Yves BRUD POLYQUARK - Ingenierie & Creation 3D Palahou - 31330 LARRA France Tel: 05.62.79.03.33 Fax: 05.62.79.03.38 Mail: jea...@wa... -------------------------------------- |
From: Olivier M. <Oli...@cy...> - 2000-09-08 07:30:47
|
Hello, I am experiencing a crash in the native gl4java.GLUFuncJauJNI.gluTessEndPolygon method (I guess it's a crash of the native gluTessEndPolygon function) while translating a C++ source to Java. The problem is that the C++ source do work perfectly while the Java one crashes. So I wonder I understood properly the Java gluTesselator principles... Note that I use the GLU from SGI sample implementation because the one provided with Mesa is buggy (this might also be the source of the problem is Sven assumes we use MesaGLU...). Here is a sample of my source code which seems correct to my eyes: (see below) I tryed many things to get cues about what's happening in the code, without success. Thanks for help! -Olivier import gl4java.GLFunc; import gl4java.GLUFunc; import gl4java.GLEnum; import gl4java.GLUEnum; public class GlRenderer implements GLEnum, GLUEnum { GLFunc gl; GLUFunc glu; int tesselator=0; static public void init(GLFunc glFunc,GLUFunc gluFunc) { r.gl = glFunc; r.glu = gluFunc; tesselator = glu.gluNewTess(); glu.gluTessCallback(tesselator,GLU_TESS_BEGIN,gl,"glBegin","(I)V",0,0,0,0,0); glu.gluTessCallback(tesselator,GLU_TESS_VERTEX,this,"gluTessVertex","([D)V",6,0,0,0,0); glu.gluTessCallback(tesselator,GLU_TESS_END,gl,"glBegin","()V",0,0,0,0,0); glu.gluTessCallback(tesselator,GLU_TESS_ERROR,this,"gluError","(I)V",0,0,0,0,0); glu.gluTessCallback(tesselator,GLU_TESS_COMBINE,this,"gluTessCombine","([D[D[F[D)V",3,4,4,6,0); } void glError() { int e = gl.glGetError(); System.err.println(glu.gluErrorString(e)); } void gluError(int e) { System.err.println(glu.gluErrorString(e)); } void gluTessCombine(double coords[/*3*/],double vertex_data[/*4*/],float weight[/*4*/],double[/*6*/] dataOut) { // just do nothing System.out.println("Combine"); } void gluTessVertex(double[/*6*/] vertex) { System.out.println("gluTessVertex"); double [] normal = new double[3]; System.arraycopy(vertex,3,normal,0,3); gl.glNormal3dv(normal); gl.glVertex3dv(vertex); } void drawFace(double [/*n*/][/*6*/] point,boolean convex,boolean ccw) { int n = point.length; System.out.println("There are "+n+" points:"); for(int i=0;i<n;i++) { for(int j=0;j<6;j++) System.out.print(point[i][j]+" "); System.out.println(); } System.out.println("tesselator = "+tesselator); if (convex) { switch(n) { case 0: case 1: case 2: return; case 3: gl.glBegin(GL_TRIANGLES); break; case 4: gl.glBegin(GL_QUADS); break; default: gl.glBegin(GL_POLYGON); break; } for(int i=0;i<n;i++) { gl.glNormal3d(point[i][3],point[i][4],point[i][5]); gl.glVertex3d(point[i][0],point[i][1],point[i][2]); } gl.glEnd(); } else { glu.gluTessProperty(tesselator,GLU_TESS_WINDING_RULE,GLU_TESS_WINDING_POSITIVE); glu.gluTessBeginPolygon(tesselator,(double [])null); glu.gluTessBeginContour(tesselator); for(int i=0;i<n;i++) glu.gluTessVertex(tesselator,point[i],point[i]); glu.gluTessEndContour(tesselator); glu.gluTessEndPolygon(tesselator); } } } |
From: Dave G. <da...@sm...> - 2000-09-07 10:51:52
|
Hi there Quick (and probably stupid) question: I am having problems removing a GLCanvas from an applet space. The sequence is as follows: (+) create the applet space (+) create myGLCanvas at (say) 75% of applet width and height (in this = instance, myGLCanvas is a GLAnimCanvas which is not using drawlists) (+) add(myGLCanvas) (+) start myGLCanvas on some keypress (+) stop myGLCanvas on some keypress (+) Now, when I hit some other key, I want the GLCanvas to shut down, = and remove itself from the applet space. But the following code does not = work -- it leaves the GLCanvas on the screen, and right at the front of = the z-priority: public void canvasDestroy(GLCanvas canvas) { remove(canvas); canvas.stop(); canvas.destroy(); layout(); } FYI, canvas.destroy() is as follows (note I have copied the glj* calls = to ensure they fire): public void destroy() { glj.gljFree(); glj.setEnabled(false); glj.gljDestroy(); cvsDispose(); } I have tried mucking about with Containers and ComponentPeers but I = still cannot get GLCanvas or GLAnimCanvas to release its draw space. Is = there something obvious that I am doing wrong? Any help would be much appreciated! Cheers, Dave. |
From: Olivier M. <Oli...@cy...> - 2000-09-06 15:39:48
|
Sven Goethel wrote: > > glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,0); > > > > This is the right way ! Oops. Sorry, you are right. I just checked in the blue book and the value is supposed to be 0 or non 0 and not GL_FALSE or GL_TRUE. My old C program was using GL_FALSE which is not the right way... Thanks GL4Java for pointing me that out! -Olivier |
From: Sven G. <sgo...@ja...> - 2000-09-06 15:21:42
|
Olivier Michel wrote: > > Sven Goethel wrote: > > > yes > > And I have a little problem: > > glLightModeli() takes two int arguments, typically > GL_LIGHT_MODEL_LOCAL_VIEWER and GL_FALSE. The problem is that GL_FALSE > appears to be defined as boolean and hence the following call doesn't > compile: > > glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_FALSE); > > error: glLightModeli(int,int) in gl4java.GLFunc cannot be applied to > (int,boolean) > > I had to write instead: > > glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,0); > This is the right way ! > which compiled and probably works but is not very nice... :( > Well, but java is more type restricted ... > Maybe you could clean that up by defining GL_FALSE as int rather than > boolean or define another glLightModeli() method with int and boolean as > arguments... > > Please, let me know if you plan to fix this in the next release of > GL4Java. Thanks. > There is no need for a fix :-) It is like it is ! > -Olivier > Thanxs, Sven > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > http://lists.sourceforge.net/mailman/listinfo/gl4java-usergroup -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Olivier M. <Oli...@cy...> - 2000-09-06 14:49:32
|
Sven Goethel wrote: > yes And I have a little problem: glLightModeli() takes two int arguments, typically GL_LIGHT_MODEL_LOCAL_VIEWER and GL_FALSE. The problem is that GL_FALSE appears to be defined as boolean and hence the following call doesn't compile: glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_FALSE); error: glLightModeli(int,int) in gl4java.GLFunc cannot be applied to (int,boolean) I had to write instead: glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,0); which compiled and probably works but is not very nice... :( Maybe you could clean that up by defining GL_FALSE as int rather than boolean or define another glLightModeli() method with int and boolean as arguments... Please, let me know if you plan to fix this in the next release of GL4Java. Thanks. -Olivier |
From: Sven G. <sgo...@ja...> - 2000-09-06 13:39:16
|
yes -- mailto:sgo...@ja... www : http://www.jausoft.com ; pgp: http://www.jausoft.com/gpg/ voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Dave G. <da...@sm...> - 2000-09-06 12:02:05
|
hi there is this list still active? |
From: Thorsten R. <tho...@iv...> - 2000-09-04 10:10:47
|
> I use display lists succesfully with Linux, with : > [...] > So i don't think it is a driver problem... Thanx for the answers ... I think I've found the problem: I thought deleting and then allocating a display list would always give me the same id. But every glGenLists() returns a new (higher) value. Therefore deleting every time the (wrong) display list "1" seems to worry opengl/gl4java. By the way: Does anybody has a link to something like a "Font"-Library, where I can render a given String with a given Font in 3D ? The gl4java examples seems to use "2d" coords (no z), right ? (font-depth is not needed but would be nice also) Thorsten |
From: Artiste on t. W. <a1...@So...> - 2000-09-03 07:34:43
|
Thorsten Roemer wrote: > > Hi *, > > did someone tried to use Display Lists under Linux ? > On Windows it works, on Linux there's just a black window ?!?!?! > > - Red Hat 6.2 > - Kernel 2.2.14 > - XFree 4.01 > - NVidea GeForce2 Driver 0.94 I use display lists succesfully with Linux, with : - SuSE 6.2 - XFree 4.0 - NVidia driver 0.94 (the same driver, but with a TNT2 - all NVidia card share the same driver) So i don't think it is a driver problem... > Thorsten Roemer > IVISTAR Kommunikationssysteme AG > Ehrenbergstr. 19 / 10245 Berlin > http://www.ivistar.de A11W |
From: Artiste on t. W. <a1...@So...> - 2000-09-02 07:08:26
|
Sven Goethel wrote: > Virgil Wall wrote: > > > Really ? > > > I thought that even 50ms precision should be enough > > > -> about 20 fps (more or less :-) ! No, for a game, 30 fps is the minimum ! And it's often quickier 50 - 60 - ... 100 ! > > The visual quality of using the more precise clock is pretty apparent in > > some situations. The human eye is pretty good at catching "glitches" in > > anticipated motion. Pretty much any commercial game uses more accurate > > timing. Personaly i use the average time of the ten last rendering, returned by System.currentTimeMillis(), but i know your way is better... Such a time function will be very interesting. > > By the time I'm done, I'm also probably > > going to be using DirectInput on windows (so I can poll the keyboard > > directly and use a force feedback joystick). I might also use > > directsound.... So, a native timing function is the least of my concern. > > > > Puhh ... > Well, this looks very native .. may be not interesting. > But all the parts, like timing funcs etc. :-), are portable .. I think that for changing screen resolution or joystick, SDL (free) is better than directX because of its portability (at least window + Linux, i'm not sure for Mac). A11W |