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From: Virgil W. <vir...@ra...> - 2000-08-28 23:13:16
|
In addition, after switching to version 2.4.1.0, I see these error messages printed out when my app runs: GL ERROR : invalid operation GL ERROR : 1282 == 0x502 I don't see these when using version 2.3.1.1. Any idea what they mean? Thanks, Virgil Wall |
From: Virgil W. <vir...@ra...> - 2000-08-28 23:05:00
|
I have not spent much time investigating this, however I have been using gl4java 2.3.1.1 and just recently switched to version 2.4.1.0. After switching to 2.4.1.0 if I click with the mouse pointer rapidly in a test app that is drawing an animation, I see a screen flash. The flash is worse if the window is made larger. It's also easier to notice if the window has a light colored background (a black background makes it hard to detect). When I run the same test app under 2.3.1.1, no flash occurs. Anyone else noticed this behavior? (Note that my test application is a game, that's why I'm clicking rapidly. Also, note that it doesn't matter if I have a mouseListener registered or not) Thanks, Virgil Wall |
From: Stuart F. <st...@de...> - 2000-08-28 01:05:51
|
> > but how do i make it use different hardware ? i have a pc with a voodoo card > > in it and it uses the shity built in ATI. I understand how you feel. I had the same problem trying to get a TNT card to work as a second card in a machine with an onboard ATI card. I don't think it is possible with Microsoft's OpenGL 1.1 implementation right now.. Later I read (in one of (last year's?) AARB review board meeting notes) that OpenGL32.dll doesn't even look for a second card/monitor, so this is impossible at the moment. Maybe it can be done once Microsoft releases Open GL 1.2 (later this year?). Stuart |
From: Sven G. <sgo...@ja...> - 2000-08-25 15:59:23
|
aNt wrote: > > what if i just wont to stop it from using hardware. i dont wont my users to > have to start removing extentions.. works with the hardware on the mac great > at the moment... just wont to turn it off in my final app > > aNt > This is not a GL4Java issue ! Really ! But I will check it out, while doing the Mac port ! But I guess, you have to turn the "extension (hardware accelerated OpenGL)" manually on and off ... 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: aNt <an...@to...> - 2000-08-25 13:44:51
|
what if i just wont to stop it from using hardware. i dont wont my users to have to start removing extentions.. works with the hardware on the mac great at the moment... just wont to turn it off in my final app aNt > aNt wrote: >> >> hopw u are well ? >> >> but how do i make it use different hardware ? i have a pc with a voodoo card >> in it and it uses the shity built in ATI. and on the Mac i wont it to use >> software :) to see if the accum buffers work. >> >> aNt >> > > puhh ... > > I am not a MAC specialist :-( > > On Linux and Windows: > You have to install the correct OpenGL drivers/libraries > you want, e.g. software rendering or hardware rendering, or what else. > > GL4Java uses the installed OpenGL implementation of your OS. > So it is different for every OS, how to switch to a different OpenGL > impl. > > E.g., for Linux, I have tell the OS, to use this libGL.so, > I do so, while putting my libGL.so in a directory, > which is in the 1st place of the > LD_LIBRARY_PATH environment variable. > > I believe, for Windows, you can put the opengl32.dll library > into the working directory, so it is used instead of the one > installed under c:\windows\system32 ! > > For MAC ? > I do not know ! > > You should install the Vodoo OpenGL driver/library properly, > so if any OpenGL application uses it, GL4Java will use it too ! > You can check the the library which GL4Java uses with: > > java gl4java.GLContext -info > > on the command line. > > 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...> - 2000-08-25 13:16:41
|
aNt wrote: > > hopw u are well ? > > but how do i make it use different hardware ? i have a pc with a voodoo card > in it and it uses the shity built in ATI. and on the Mac i wont it to use > software :) to see if the accum buffers work. > > aNt > puhh ... I am not a MAC specialist :-( On Linux and Windows: You have to install the correct OpenGL drivers/libraries you want, e.g. software rendering or hardware rendering, or what else. GL4Java uses the installed OpenGL implementation of your OS. So it is different for every OS, how to switch to a different OpenGL impl. E.g., for Linux, I have tell the OS, to use this libGL.so, I do so, while putting my libGL.so in a directory, which is in the 1st place of the LD_LIBRARY_PATH environment variable. I believe, for Windows, you can put the opengl32.dll library into the working directory, so it is used instead of the one installed under c:\windows\system32 ! For MAC ? I do not know ! You should install the Vodoo OpenGL driver/library properly, so if any OpenGL application uses it, GL4Java will use it too ! You can check the the library which GL4Java uses with: java gl4java.GLContext -info on the command line. 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...> - 2000-08-25 10:44:16
|
aNt wrote: > > is there anyway i can set the hardware that ql4java will use? on windows i > can see its not useing the 3d card. or do i set this up on the computer > someplace ?? help :) > > aNt > > ------------------------- > tomato interactive > The tomato building > 29-35 Lexington Street > London W1R 3HQ, UK > ph: +44 (020) 7434 0955 > fax: +44 (020) 7434 0935 > ------------------------- > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > http://lists.sourceforge.net/mailman/listinfo/gl4java-usergroup if GL4Java is installed, you can try: java gl4java.GLContext -info on the command line. Then you will see the GL/GLU vendor etc. This information is also offered in all AnimationDemos (The GL4Java Button) ! 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: aNt <an...@to...> - 2000-08-24 17:49:55
|
is there anyway i can set the hardware that ql4java will use? on windows i can see its not useing the 3d card. or do i set this up on the computer someplace ?? help :) aNt ------------------------- tomato interactive The tomato building 29-35 Lexington Street London W1R 3HQ, UK ph: +44 (020) 7434 0955 fax: +44 (020) 7434 0935 ------------------------- |
From: Sven G. <sgo...@ja...> - 2000-08-24 08:43:00
|
Dear GL4Java Users/Developers, test ports for: SGI IRIX MIPS SOLARIS SUNOS SPARC are just uploaded, inclusive: - precompiled libs - installer entries Please test them ... I had only a remote access .. Thanxs, 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: Artiste on t. W. <a1...@So...> - 2000-08-24 07:39:14
|
Hi, Arkanae is a 3D tomb-raider-like roleplaying game, developped in Java ! For the 3D we use Opale.Soya, an object-oriented 3D engine, based on GL4Java, and our gamelib, Xore.GameDK, espescially designed for doom and tomb-raider like game. The project is just begun, but it is very promising ! Performances of Java (sun JVM 1.3 for Linux) and GL4Java are great : ~50 FPS with a TNT2 in 800 * 600 ! The first screen shots are avalaible at : http://perso.club-internet.fr/b_lamy Source code will be avalaible as soon as it will be enough clean... PS to Sven : Please can you add our bannier in your link page ? A11W |
From: Sven G. <sgo...@ja...> - 2000-08-22 15:05:40
|
aNt wrote: > > is there any news of the mac port ? its gone :( > HELLO G E R A R D !!! where are you ? we do miss you ! -------------------------------------------- If nobody makes the MAC port, it is dead ! I am willing to do the mac port, but i am not willing to buy the codewarrior c++/java environment ! So - I need a sponsore for this tool ! Or sombody else will do it ! --------------------------------------------- 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...> - 2000-08-20 16:09:25
|
Dear GL4Java Users/Developers, the new improved version 2.4.1 is released ! Features: - Improved JNI 1.1 & 1.2/1.3 coding (-> performance) - Special JVM 1.2/1.3 support (faster / no array copy) - Improved stand alone Installer - its easy now ! - New GL4Java INTRODUCTION documentation ! - Perfomrance tests ... - bug fixes ... See the CHANGES.txt file for details ... GL4Java Homepage: http://www.jausoft.com/gl4java/ CURRENT BUGS: Windows 9x & OpenGL (generic gdi (software)): MS-IE 5.5 / MSJVM 5.0 Rel. 3309: select demo 1 (select.java): wrong object is associated while clicking on an object. e.g.: assume you click on object a. the action happens on object b ... tesselation demo 1 (tess.java): unreliable results -> trash grafics results tesselation demo 2 (tesswind.java): core dump -> MSIE exits :-( tesselation demo 3 (tessdemo.java): OK ! Netscape 4.7 / 4.75, JDK 1.3: Everything runs fine !!! Linux (x86, ppc)/ XFree 86 4.0.1 ...: Everything runs fine !!! MAC: where the hellis gerard gziemsky ? no port avaiable ! ID DO NEED A CODEWARRIOR SPONSORE !!!!! Installer: You have to enter <RETURN> in the directory (classes and native libs), otherwise the new data will not being recognised (missed focus lost event recognition). 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: aNt <an...@to...> - 2000-08-18 13:14:44
|
is there any news of the mac port ? its gone :( ------------------------- tomato interactive The tomato building 29-35 Lexington Street London W1R 3HQ, UK ph: +44 (020) 7434 0955 fax: +44 (020) 7434 0935 ------------------------- |
From: Sven G. <sgo...@ja...> - 2000-08-16 14:43:05
|
hello again ... sorry for the big delay. I will take care of the selection problem this day ! Thanxs for your patience. 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: Matthias S. <msw...@an...> - 2000-08-16 12:10:07
|
correction to the previous message : with the plugin both IE and netscape crash when doing selection!! :-((( Matthias Angelfire for your free web-based e-mail. http://www.angelfire.com |
From: Matthias S. <msw...@an...> - 2000-08-16 08:34:20
|
On Mon, 14 Aug 2000 19:22:54 noisebrain wrote: >Could you switch to the Sun java plugin for IE? >It's a better/faster/newer java anyway now, my ie doesn't crash anymore but I guess it's a gl4java specific problem? When I switch back to gl_render mode I get the number of hits. So this works but when I look up the information about the hits in my selectionbuffer, I see it's empty! (with netscape not) it's getting weirder every day :-) solutions? Matthias Angelfire for your free web-based e-mail. http://www.angelfire.com |
From: Matthias S. <msw...@an...> - 2000-08-14 12:34:59
|
I don't know the answer but I did notice that for example the demo accanti doesn't have this message. Angelfire for your free web-based e-mail. http://www.angelfire.com |
From: Matthias S. <msw...@an...> - 2000-08-14 10:23:54
|
hello I have another 'problem'. This time I really believe it's my code that sucks ;-) When I try to make screenshot, the only thing I see when I view my tga, is black. I use the tgaTextureGrabber class here is my code (invoked when a certain key is pressed): TGATextureGrabber tg = new TGATextureGrabber(world.gl); tg.grabPixels(world.gl.GL_BACK,10,10,180,160); tg.write2File("d:\\screenshot.tga"); something wrong with it? I thought may be it was my colordepth that was the problem but it remained always black after testing all modes (16,24,32). anyway, isn't there some sample code about this? thanks, matthias Angelfire for your free web-based e-mail. http://www.angelfire.com |
From: Matthias S. <msw...@an...> - 2000-08-14 10:04:32
|
hello everybody I am new to this lising, so hi! I have serious problem involving selection/picking. When I run my applet under IE5 , it crashes every time. When I run it under Netscape it NEVER crashes and the selection code even works. Under IE, before it crashes , selection doesn't work. I know my code isn't the problem, because the selectiondemo on the jausite doesn't work either. So can you imagine? I debugged 2.5 days on my code to find out it was actually a IE issue (should I be happy or sad? :-)). (Normally I don't use netscape while programming because with vj++ you can debug realtime in the msjvm.) So now I am really desperate because my code really has to work on both netscape/ie. I run it on a pIII 600 under NT4 (service pack5) with a ATI Rage 128 GL 32mb can somebody help me? Would this be a bug in the ms jvm? Matthias Sweertvaegher Angelfire for your free web-based e-mail. http://www.angelfire.com |
From: Max G. <gi...@li...> - 2000-08-10 23:00:21
|
Hi! Is there any way of getting rid of GLAnimCanvas startup message "set fps := 20.0 -> 50 [ms/frame]"? TIA, Max -- Max Gilead (gi...@li...) http://3d.linart.krakow.pl/OfficinaArtificialis ----------------------------------------------------------------------------- -- Duck season! Rabbit season! Duck season! Rabbit season! ELMER SEASON!!! -- |
From: Thorsten R. <tho...@iv...> - 2000-08-04 12:05:53
|
Hi *, when using a GLCanvas combined with JPanels in a JFrame I'm getting a problem: All JPanels and the GLCanvas are located on the same position. With <component>.setVisible() I can get the wanted component in front of the others. When the GLCanvas is visible it's on top till its hidden, independent of other setVisible() calls. That's OK and works fine! But when the GLCanvas is shown, before it renders the first frame, the canvas ist cleared white for a short moment. And when the GLCanvas ist hidden, the freed space is first cleared with the "Windows-Background-Color" before the JPanel is repainted. Solutions like overwriting update() and paint() of JFrame didn't work. Any other solutions ? Who the hell is clearing the canvas with the background color ??? regards, Thorsten |
From: Jean-Yves B. <jea...@wa...> - 2000-07-30 12:47:27
|
Hello, As I get some problem reading the FRONT buffer on GL4 mac release ( help: the link http://members.home.net/gziemski/pages/projects/GL4Java.html for the mac port is not reachable !), I would try to read the Canvas contents using AWT methods. But I didn' find one directly. There are many methods to draw but none to read ! NB: I use java 1.1 on mac. Any idea ? Thanks. 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: Max G. <gi...@li...> - 2000-07-26 01:12:38
|
Jean-Yves BRUD wrote: > NB: I use GL4 2.3.1.0 > > > Hope all the users are not on the beach !!! Not all... :-) I'm sorry I can't really help you - what I can do is to report that on Linux/GL4Java 2.4 it works as expected (snapshots are different). Good luck! Max -- Max Gilead (gi...@li...) http://3d.linart.krakow.pl/OfficinaArtificialis ----------------------------------------------------------------------------- -- Why is it that all of the instruments seeking intelligent life in the -- -- universe are pointed away from Earth? -- |
From: Sven G. <sgo...@ja...> - 2000-07-25 13:12:40
|
Artiste on the Web wrote: > > Stuart Fischer wrote: > > > I have discover that the multi-threading can slow down the rendering ! > > > Java may wait before really doing the rendering in the rendering thread, > > > and may coalesce rendering. Each frame in my game, i call a rendering, > > > but java coalesce them and i have only 1 real rendering for about 30-60 > > > frames... > > Maybe I don't understand your problem, but I don't know if it is related to > > multithreading. > > > > Are you calling repaint() once per frame in your game loop and calling > > sDisplay() in your paint() (or update()) method? > > > > If so, Java WILL coalesce rendering. > > > > If this describes your situation, call sDisplay() instead of repaint() in > > your game loop. > > It is OK ! Thanks ! > > My FPS was about 7 and now it has risen to more than 100 !!! > Well, you can check this bahavior in all the GLAnimCanvas derived demos ! E.g.: The overworked gears demos in demos/MiscDemos of the upcoming GL4Java Release 2.4.1 (this night :-) I do upload it), does have a command line attribute "-perftest" -> "java gears -perftest", where the setUseFpsSleep and setUseRepaint are called to set 'em to false. In this case, the AWT-renderer thread is NOT used for animation. The reason for the slow down is the AWT renderer thread itself, because if using repaint everything goes over this thread -> slow ! The sleep call, which is used to set the thread into a waiting state, slows down the fps rate, because the threading block mechanism ! But be sure, the responsiveness of the application can be worse, because the GL render thread may block other threads and can steal all the resources of the machine ! The minimal prerequisites are, that the JVM implements native threading well (the most uptodate JVM's) and that the OS supports mutli-threading well - also (may be some problems with Win9X ?) ! I will notify ya all about the new version today ! Some more bugfixes I have todo ... 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: <Man...@t-...> - 2000-07-25 08:35:04
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Absender: Man...@t-... Betreff: gl4java installation problem Hello all ! I'm just trying to install the GL4Java packages (version 2.4.0) for linux - a quite frustrating job during the last days :-) I used the step-by step installation "cookbook" from the packages and installed them manually. (GL4JInstaller didn't work for me at first ["cannot open file././..gl4java2.4.0.0-jar.zip"]. I had to remove the underlines in all downloaded filenames and substituted them by dots. Then it worked smoothly). However, after all the result of my effort to run examples from the command line is an error message : "undefined symbol: glXGetProcAddressARB" Nothing works. Possibly a glx problem ? I add the output of the "gears" and "gl4java.GLContext" examples together with some additional #comments# below - in the hope you'll find this useful. Maybe someone can support me to get things running. Thanks! Best regards, Manfred ###################################################################### software: # all libraries "out of the box"...# linux suse 6.4 kernel 2.2.14, i386, xserver xfree86 3.3.6 glx.so with glx-000229, mesa3.2dev /usr/lib/libGL.so ~.so.1 ~.so.1.0 /usr/lib/libMesaGL.so ~.so.3 ~.so.3.2 /usr/lib/libglut.la ~.so ~.so.3 ~.so.3.7 /usr/lib/libGLU.la ~.so ~.so.1 ~.so.1.2.0 /usr/lib/MesaGLU.la ~.so ~.so.3 ~.so.3.1.0 /usr/lib/libGL4JavaJauGLJNI.so ~.so.2 /usr/lib/libGL4JavaJauGLUJNI.so ~.so.2 /usr/lib/libGL4JavaJauGljJNI.so ~.so.2 # most of the precompiled c glutdemos and other examples are running # # hardware acceleration is proven and available in 800x600/16 resolution # java jdk1.2.2 from sun # java environment works well with other applications/applets # hardware: diamond viper v330 / nvidia riva 128, 4Mbyte -----------------------output from gl4java.GLContext----------------- bash-2.03# java gl4java.GLContext Sorry, can't find the library: GL4JavaJauGljJNI java.lang.UnsatisfiedLinkError: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGljJNI.so.2.4.0: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGljJNI.so.2.4.0: undefined symbol: glXGetProcAddressARB Sorry, can't find the library: GL4JavaJauGLJNI java.lang.UnsatisfiedLinkError: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGLJNI.so.2.4.0: /opt/java/jdk1.2.2/jre/lib/i386/green_threads/libGL4JavaJauGljJNI.so.2: undefined symbol: glXGetProcAddressARB Sorry, can't find the library: GL4JavaJauGLUJNI java.lang.UnsatisfiedLinkError: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGLUJNI.so.2.4.0: /opt/java/jdk1.2.2/jre/lib/i386/green_threads/libGL4JavaJauGljJNI.so.2: undefined symbol: glXGetProcAddressARB native library NOT loaded complete GLFunc implementation GLFuncJauJNI created succesfull GLUFunc implementation GLUFuncJauJNI created succesfull ------------------------output from gears example--------------------- bash-2.03# java gears Sorry, can't find the library: GL4JavaJauGljJNI java.lang.UnsatisfiedLinkError: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGljJNI.so.2.4.0: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGljJNI.so.2.4.0: undefined symbol: glXGetProcAddressARB Sorry, can't find the library: GL4JavaJauGLJNI java.lang.UnsatisfiedLinkError: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGLJNI.so.2.4.0: /opt/java/jdk1.2.2/jre/lib/i386/green_threads/libGL4JavaJauGljJNI.so.2: undefined symbol: glXGetProcAddressARB Sorry, can't find the library:GL4JavaJauGLUJNI java.lang.UnsatisfiedLinkError: /opt/java/jdk1.2.2/jre/lib/i386/libGL4JavaJauGLUJNI.so.2.4.0: /opt/java/jdk1.2.2/jre/lib/i386/green_threads/libGL4JavaJauGljJNI.so.2: undefined symbol: glXGetProcAddressARB GLAnimCanvas could not load def. native libs. set fps := 20.0 -> 50 [ms/frame] set fps := 30.0 -> 33 [ms/frame] init():gears$gearsCanvas[canvas0,0,0,400x400] Exception occurred during event dispatching: java.lang.UnsatisfiedLinkError: glViewport at gears$gearsCanvas.reshape(gears.java:141) at gears$gearsCanvas.init(gears.java:88) at gl4java.awt.GLCanvas.paint(GLCanvas.java:295) at sun.awt.motif.MComponentPeer.handleEvent(MComponentPeer.java, Compiled Code) at java.awt.Component.dispatchEventImpl(Component.java, Compiled Code) at java.awt.Component.dispatchEvent(Component.java, Compiled Code) at java.awt.EventQueue.dispatchEvent(EventQueue.java:283) at java.awt.EventDispatchThread.pumpOneEvent(EventDispatchThread.java:97) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:88) at java.awt.EventDispatchThread.run(EventDispatchThread.java:79) --------------------------parts of PATH ------------------------------ bash-2.03# export declare -x GLX_NO_DIRECT="t" declare -x HOSTTYPE="i386" declare -x LD_LIBRARY_PATH="/opt/kde/lib" #here libGL4Java*.so.*located# declare -x MACHTYPE="i386-suse-linux" declare -x OSTYPE="linux" declare -x PATH=" /opt/java/jdk1.2.2/lib:#here are the gl - jar files located# /opt/java/jdk1.2.2/bin: /opt/java/jdk1.2.2/bin/i386/green_threads: /opt/java/jdk1.2.2/jre/lib: #here again the gl - jar files located,too# /opt/java/jdk1.2.2/jre/lib/i386: #here are the libGL4Java*.so.*located# /opt/java/jdk1.2.2/jre/lib/i386/green_threads: #here again libGL4Java*.so.*# /sbin: /usr/lib: /usr/sbin: /usr/local/sbin: /usr/local/bin: /usr/bin: /usr/X11R6/bin: /opt/kde/bin: /opt/kde/lib" declare -x XKEYSYMDB="/usr/X11R6/lib/X11/XKeysymDB" declare -x XNLSPATH="/usr/X11R6/lib/X11/nls" ---------------------------EOF---------------------------------------- |