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From: p <pe...@gm...> - 2000-05-31 01:11:37
|
Hi, im new to this mailinglist. ive done an applet showing a textured flat eric modell, that uses either the software-renderer anfy3d or (if installed) GL4Java to show the animation. you can see it on http://www.jzone.de programming it i met a problem: for the animation the applet starts an own thread. if i do the texture-loading things ( glBindTexture(..);glu.gluBuild2DMipmaps(...);gl.glTexParameteri(...);...) within the "init"-method or "paint"-method of the class (from GLCanvas extended) all works fine. but if i do these things in another method it dont works and i get an error from "gljCheckGL" : GL ERROR : 1282 == 0x502. i think that error occures because i invoke this methods from another thread. but it would be nice if i could schange texture-data form another thread, than from the thread, that does the animation loop. can sb. give me some hints ? thanks peter -- (((http://jzone.de))) |
From: Jason G. <go...@re...> - 2000-05-23 08:46:57
|
Hi all, How do I implement translucency through png file which has the alpha = parameter?=20 The following is a snippet from my coding but it does not seem to work = :( ................................................ mapfile_texLoader[index] =3D new PngTextureLoader(gl, glu); mapfile_texLoader[index].readTexture(getCodeBase(), = getParameter("mapfile"+index+"_texture")); if(mapfile_texLoader[index].isOk()) { gl.glBindTexture(GL_TEXTURE_2D, mapfile_texture[index]); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, = GL_LINEAR_MIPMAP_NEAREST); .........................................................................= ......................................... gl.glEnable(GL_BLEND); gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // gl.glAlphaFunc(GL_GREATER, 0.1f); glu.gluBuild2DMipmaps(GL_TEXTURE_2D, 3, mapfile_texLoader[index].getImageWidth(), mapfile_texLoader[index].getImageHeight(), GL_RGBA, GL_UNSIGNED_BYTE, mapfile_texLoader[index].getTexture()); ................................................ Any ideas? Jason |
From: root <sa...@ch...> - 2000-05-22 16:49:28
|
I'm a Linux newbie, and having a few probs...ive got red hat 6.1, voodoo3pci with the DRI drivers from 3dfx. The install of GL4Java was good with no probs but when i try to run anything i get some kind of sercurity violation-method verification error...did i do something wrong or forgot something???? thanks in advance Steve |
From: Max G. <gi...@li...> - 2000-05-18 22:33:39
|
"Kerry L. Bonin" wrote: > I'll find some URL's for you > later if you want, I'm looking now myself. Yup, please. Privately of course :=) > w/r/t my assertion that GPL is attempting to force a migration to GPL, I > would think that is obvious from the viral issue. If you want references, > how about an article written for Linux Today by Richard Stallman dated Feb > 1, 1999, entitled "Why you shouldn't use the Library GPL for your next > library" at <http://linuxtoday.com/stories/2754_flat.html>. He explains > the GNU project's motivations, simply rephrased that the benefits of > restricting reusable components to "free" projects will help "free" > projects "outdo" proprietary code. I don't consider that "open". Yup, version of this article in on www.gnu.org and I've read it. Makes sense for me :-) and by no means try to _force_ anyone to change licensing policy. And what is 'open' and what's not... aren't we off-topic ;-))) Bye, 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: Max G. <gi...@li...> - 2000-05-18 22:30:45
|
Andy wrote: > I've narrowed it down to the glPushMatrix and PopMatrix calls in > drawRects when using GL_SELECT mode, but don't have a clue as to why. Rule of thumb is to use matrix pushing and popping symmetrically and then everything has to be OK. Note that in MODELVIEW modes matrix stack has at least 32 entries on stack but in other modes it can be as little as 2 entries. And probably faster is to always use name loading while rendering instead of checking for condition. If you still don't know what's up, send me runnable class source (zipped of course). Bye, 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: Y L. <yl...@wa...> - 2000-05-17 17:28:17
|
> But - where are the names ? Another Ideas ? well, what about simply GL4J (or gl4j)? or is it too cryptic? yuda down under |
From: Kerry L. B. <ke...@vs...> - 2000-05-17 10:16:35
|
At 12:26 AM 5/17/00 +0200, Max Gilead wrote: >Any quotations? URLs? Do you have any informations for sure or are those just >hearsay news? For now it is spreading FUD. I haven't found anything about that >on www.gnu.org. > >And don't flame (L)GPL licenses because it's mostly matter of personal >philosophy which one to use. There are many licenses approved by >opensource.org (whatever their right to approve or not is) so if you don't >like one you can choose between many public ones or write your own. > >For me, personally, inability to use code published under terms of GPL >(copyleft) in closed-source applications is the most important reason TO USE >this license. Please don't get me wrong, I am not trying to flame GPL or the LGPL license, each has their place, and I've used both. GPL is a useful license in some cases. I just don't want to see it used in libraries. My philosophical problem with the GPL is that I believe in making code usable by as many people as possible. I understand there are cases when an entity may wish to prevent a commercial competitor from benefiting directly from released source, or cases where open source developers don't want commercial groups to make money from their own work given for free, or dozens of other special cases. The problem is that GPL does more than that, and the definition of "derived works" as obligating conversion to GPL is being expanded. This is being done ostensibly to handle cases like GPL code being placed behind a servlet or ASP and used in a closed app. However, ESR/RMS (which?) also spent a good deal of time looking at the Java issue, I'll find some URL's for you later if you want, I'm looking now myself. w/r/t my assertion that GPL is attempting to force a migration to GPL, I would think that is obvious from the viral issue. If you want references, how about an article written for Linux Today by Richard Stallman dated Feb 1, 1999, entitled "Why you shouldn't use the Library GPL for your next library" at <http://linuxtoday.com/stories/2754_flat.html>. He explains the GNU project's motivations, simply rephrased that the benefits of restricting reusable components to "free" projects will help "free" projects "outdo" proprietary code. I don't consider that "open". |
From: Andy <and...@bt...> - 2000-05-17 07:23:50
|
I'm trying to use picking. I draw three rectangles using drawRects(), and then use selection mode to determine whether the user has clicked on a specific rectangle (this is just a very simple example). Under NT the code works fine, when you click on a square you get a HIT. Under Win98, it registers a hit, but the next glj.gljCheckGL() throws an exception (stack underflow or stack overflow). I've narrowed it down to the glPushMatrix and PopMatrix calls in drawRects when using GL_SELECT mode, but don't have a clue as to why. Its got to be something silly I've overlooked (maybe you can't have two glPushMatrix calls when using perspective mode, or can push a matrix when in one mode and the another glPushMatrix after switching modes), but I don't know. Can anyone tell me what I'm doing wrong. I've include a small bit of the code (showing the relevant sections) below. Many thanks Andy Qua ----------------- void drawRects(int mode) { gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl.glPushMatrix(); gl.glTranslated( -2.0, 1.0, -5.0 ); if (mode == GL_SELECT) gl.glLoadName (1); gl.glColor3f (1.0f, 1.0f, 0.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (0, 0, 0); gl.glVertex3i (0, 0, 1); gl.glVertex3i (1, 0, 1); gl.glVertex3i (1, 0, 0); gl.glEnd(); if (mode == GL_SELECT) gl.glLoadName (2); gl.glColor3f (0.0f, 1.0f, 1.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (2, 0, 0); gl.glVertex3i (2, 0, 1); gl.glVertex3i (3, 0, 1); gl.glVertex3i (3, 0, 0); gl.glEnd(); if (mode == GL_SELECT) gl.glLoadName (3); gl.glColor3f (1.0f, 0.0f, 1.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (4, 0, 0); gl.glVertex3i (4, 0, 1); gl.glVertex3i (5, 0, 1); gl.glVertex3i (5, 0, 0); gl.glEnd (); gl.glPopMatrix(); } void processSelection( int x, int y ) { int BUFSIZE = 512; int[] selectBuf = new int[BUFSIZE]; int hits; int[] viewport = new int[4]; gl.glGetIntegerv (GL_VIEWPORT, viewport); gl.glSelectBuffer (BUFSIZE, selectBuf); gl.glRenderMode (GL_SELECT); gl.glInitNames(); gl.glPushName(-1); gl.glMatrixMode (GL_PROJECTION); gl.glPushMatrix (); gl.glLoadIdentity (); /* create 5x5 pixel picking region near cursor location */ glu.gluPickMatrix ((double) x, (double) (viewport[3] - y), 5.0, 5.0, viewport); glu.gluPerspective(45.0, (float)640/480, 1.0, 100.0); drawRects (GL_SELECT); gl.glPopMatrix (); gl.glFlush (); hits = gl.glRenderMode (GL_RENDER); gl.glMatrixMode (GL_MODELVIEW); if (hits > 0 ) processHits (hits, selectBuf); } void processHits (int hits, int buffer[]) { System.out.println( "HIT" ); } public void mousePressed(MouseEvent e) { System.out.println("Mouse Pressed"); int xPos = e.getX(); int yPos = e.getY(); if(!glj.gljMakeCurrent(true)) return; processSelection(xPos, yPos); glj.gljSwap(); glj.gljCheckGL(); glj.gljFree(); } |
From: Andy <and...@bt...> - 2000-05-17 06:40:45
|
I'm trying to use picking. I draw three rectangles using drawRects(), and then use selection mode to determine whether the user has clicked on a specific rectangle (this is just a very simple example). Under NT the code works fine, when you click on a square you get a HIT. Under Win98, it registers a hit, but the next glj.gljCheckGL() throws an exception (stack underflow or stack overflow). I've narrowed it down to the glPushMatrix and PopMatrix calls in drawRects when using GL_SELECT mode, but don't have a clue as to why. Its got to be something silly I've overlooked (maybe you can't have two glPushMatrix calls when using perspective mode, or can push a matrix when in one mode and the another glPushMatrix after switching modes), but I don't know. Can anyone tell me what I'm doing wrong. I've include a small bit of the code (showing the relevant sections) below. Many thanks Andy Qua ----------------- void drawRects(int mode) { gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl.glPushMatrix(); gl.glTranslated( -2.0, 1.0, -5.0 ); if (mode == GL_SELECT) gl.glLoadName (1); gl.glColor3f (1.0f, 1.0f, 0.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (0, 0, 0); gl.glVertex3i (0, 0, 1); gl.glVertex3i (1, 0, 1); gl.glVertex3i (1, 0, 0); gl.glEnd(); if (mode == GL_SELECT) gl.glLoadName (2); gl.glColor3f (0.0f, 1.0f, 1.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (2, 0, 0); gl.glVertex3i (2, 0, 1); gl.glVertex3i (3, 0, 1); gl.glVertex3i (3, 0, 0); gl.glEnd(); if (mode == GL_SELECT) gl.glLoadName (3); gl.glColor3f (1.0f, 0.0f, 1.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (4, 0, 0); gl.glVertex3i (4, 0, 1); gl.glVertex3i (5, 0, 1); gl.glVertex3i (5, 0, 0); gl.glEnd (); gl.glPopMatrix(); } void processSelection( int x, int y ) { int BUFSIZE = 512; int[] selectBuf = new int[BUFSIZE]; int hits; int[] viewport = new int[4]; gl.glGetIntegerv (GL_VIEWPORT, viewport); gl.glSelectBuffer (BUFSIZE, selectBuf); gl.glRenderMode (GL_SELECT); gl.glInitNames(); gl.glPushName(-1); gl.glMatrixMode (GL_PROJECTION); gl.glPushMatrix (); gl.glLoadIdentity (); /* create 5x5 pixel picking region near cursor location */ glu.gluPickMatrix ((double) x, (double) (viewport[3] - y), 5.0, 5.0, viewport); glu.gluPerspective(45.0, (float)640/480, 1.0, 100.0); drawRects (GL_SELECT); gl.glPopMatrix (); gl.glFlush (); hits = gl.glRenderMode (GL_RENDER); gl.glMatrixMode (GL_MODELVIEW); if (hits > 0 ) processHits (hits, selectBuf); } void processHits (int hits, int buffer[]) { System.out.println( "HIT" ); } public void mousePressed(MouseEvent e) { System.out.println("Mouse Pressed"); int xPos = e.getX(); int yPos = e.getY(); if(!glj.gljMakeCurrent(true)) return; processSelection(xPos, yPos); glj.gljSwap(); glj.gljCheckGL(); glj.gljFree(); } |
From: Andy <and...@bt...> - 2000-05-17 01:45:52
|
I'm trying to use picking. I draw three rectangles using drawRects(), and then use selection mode to determine whether the user has clicked on a specific rectangle (this is just a very simple example). Under NT the code works fine, when you click on a square you get a HIT. Under Win98, it registers a hit, but the next glj.gljCheckGL() throws an exception (stack underflow or stack overflow). I've narrowed it down to the glPushMatrix and PopMatrix calls in drawRects when using GL_SELECT mode, but don't have a clue as to why. Its got to be something silly I've overlooked (maybe you can't have two glPushMatrix calls when using perspective mode, or can push a matrix when in one mode and the another glPushMatrix after switching modes), but I don't know. Can anyone tell me what I'm doing wrong. I've include a small bit of the code (showing the relevant sections) below. Many thanks Andy Qua ----------------- void drawRects(int mode) { gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl.glPushMatrix(); gl.glTranslated( -2.0, 1.0, -5.0 ); if (mode == GL_SELECT) gl.glLoadName (1); gl.glColor3f (1.0f, 1.0f, 0.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (0, 0, 0); gl.glVertex3i (0, 0, 1); gl.glVertex3i (1, 0, 1); gl.glVertex3i (1, 0, 0); gl.glEnd(); if (mode == GL_SELECT) gl.glLoadName (2); gl.glColor3f (0.0f, 1.0f, 1.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (2, 0, 0); gl.glVertex3i (2, 0, 1); gl.glVertex3i (3, 0, 1); gl.glVertex3i (3, 0, 0); gl.glEnd(); if (mode == GL_SELECT) gl.glLoadName (3); gl.glColor3f (1.0f, 0.0f, 1.0f); gl.glBegin (GL_QUADS); gl.glVertex3i (4, 0, 0); gl.glVertex3i (4, 0, 1); gl.glVertex3i (5, 0, 1); gl.glVertex3i (5, 0, 0); gl.glEnd (); gl.glPopMatrix(); } void processSelection( int x, int y ) { int BUFSIZE = 512; int[] selectBuf = new int[BUFSIZE]; int hits; int[] viewport = new int[4]; gl.glGetIntegerv (GL_VIEWPORT, viewport); gl.glSelectBuffer (BUFSIZE, selectBuf); gl.glRenderMode (GL_SELECT); gl.glInitNames(); gl.glPushName(-1); gl.glMatrixMode (GL_PROJECTION); gl.glPushMatrix (); gl.glLoadIdentity (); /* create 5x5 pixel picking region near cursor location */ glu.gluPickMatrix ((double) x, (double) (viewport[3] - y), 5.0, 5.0, viewport); glu.gluPerspective(45.0, (float)640/480, 1.0, 100.0); drawRects (GL_SELECT); gl.glPopMatrix (); gl.glFlush (); hits = gl.glRenderMode (GL_RENDER); gl.glMatrixMode (GL_MODELVIEW); if (hits > 0 ) processHits (hits, selectBuf); } void processHits (int hits, int buffer[]) { System.out.println( "HIT" ); } public void mousePressed(MouseEvent e) { System.out.println("Mouse Pressed"); int xPos = e.getX(); int yPos = e.getY(); if(!glj.gljMakeCurrent(true)) return; processSelection(xPos, yPos); glj.gljSwap(); glj.gljCheckGL(); glj.gljFree(); } |
From: Sven G. <sgo...@ja...> - 2000-05-17 00:23:27
|
"Kerry L. Bonin" wrote: > > r/e: > >> > where "Kaffe" is the free GPL licensed JVM ! > >The hint the name Kaffe gives, should be that we are also Open Source ! > < snip > > What this means is that by the time gl4java works in Kaffe, the license may > require that gl4java become GPL to be allowed to be used with it. Forced > license migrations like this are one of FSF/ESR's major goals. Well, GL4Java (LGPL) should *not* be integrated in Kaffe (GPL). May be - some day - we can write a patch, to make GL4Java be avaiable in Kaffe (heavy/light component awt problems). We will just write some java classes with native code being usable with Kaffe - thats all. No GPL virus effects will exists ! GL4Java must stay as LGPL forever ! Because we do use LGPL code written by others (not myself, e.g. the glut-fonts, etc.) allready ! So - whats about the name contest ? I have found some italian names :) FYI & Fun ========= Espresso - The classic one :) black and strong (of course) Doppio - double espresso Ristretto - A short espresso (smaller and stronger) Lungo - With water stretched espresso ... So how about: GL/Doppio GLDoppio DoppioGL (Because it is the double of espresso :) .. RistrettoGL (because its small and strong binding ?) EspressoGL (because its fast ? :) LungoGL, GLLungo (because it is not 100% espresso) .. and ya allready know it - java is the name for espresso, or just say coffe. Yours, Sven -- mailto:sgo...@ja... www : http://www.jausoft.com voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Max G. <gi...@li...> - 2000-05-16 22:27:42
|
"Kerry L. Bonin" wrote: > The GPL license terms are also being expanded by FSF/ESR to try and > increase the scope of the viral threshold, I know he's pushing for the > definitions to be interpreted so that LGPL is impossible in Java, and all > Java systems must be GPL if anything is GPL. I beleive this is being done > by extrapolating that the way a JVM loads classes falls under the > definition of a derived work as defined by the GPL, and the next version > will make this clear. > > What this means is that by the time gl4java works in Kaffe, the license may > require that gl4java become GPL to be allowed to be used with it. Forced > license migrations like this are one of FSF/ESR's major goals. Any quotations? URLs? Do you have any informations for sure or are those just hearsay news? For now it is spreading FUD. I haven't found anything about that on www.gnu.org. And don't flame (L)GPL licenses because it's mostly matter of personal philosophy which one to use. There are many licenses approved by opensource.org (whatever their right to approve or not is) so if you don't like one you can choose between many public ones or write your own. For me, personally, inability to use code published under terms of GPL (copyleft) in closed-source applications is the most important reason TO USE this license. 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: Max G. <gi...@li...> - 2000-05-16 21:55:53
|
Sven Goethel wrote: > But - where are the names ? Another Ideas ? How about GL/J? Logo with cube is great and we can merge logo with name... 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: Kerry L. B. <ke...@vs...> - 2000-05-16 20:15:10
|
r/e: >> > where "Kaffe" is the free GPL licensed JVM ! >The hint the name Kaffe gives, should be that we are also Open Source ! For what its worth, and I certainly don't want to start a license religious war, bit I for one consider the use of "GPL" and "open" source to be a misnomer and would HATE to see gl4java associated with it in any way. When I code at home I like to reuse the my personal projects source base in my projects at work. If those work projects are going to be redistributed as applications, I can't use any GPL at all. I don't consider that to be an "open" source license, I consider it to be a "open source" license restricted to non-commercial use and restricted to use only with other software under exactly the same license. (Non-commercial in the sense that the GPL virally public source clause means you can't charge much more for an application that cost of goods, i.e. blank CD's.) The GPL license terms are also being expanded by FSF/ESR to try and increase the scope of the viral threshold, I know he's pushing for the definitions to be interpreted so that LGPL is impossible in Java, and all Java systems must be GPL if anything is GPL. I beleive this is being done by extrapolating that the way a JVM loads classes falls under the definition of a derived work as defined by the GPL, and the next version will make this clear. What this means is that by the time gl4java works in Kaffe, the license may require that gl4java become GPL to be allowed to be used with it. Forced license migrations like this are one of FSF/ESR's major goals. |
From: Sven G. <sgo...@ja...> - 2000-05-16 14:23:43
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Artiste on the Web wrote: > > Sven Goethel wrote: > > This 3D Logo is great. > > > > How about the a new projekt name like "GL4Kaffe", > > where "Kaffe" is the free GPL licensed JVM ! > > > > GL4Kaffe, OpenGL(R) language mapping for the Java(TM) platform > > But GL4Java supports Kaffe or not? If not, it is a rather strange > name... We do not support Kaffe yet, but lets give us some time ;-) The hint the name Kaffe gives, should be that we are also Open Source ! But - where are the names ? Another Ideas ? > > > All package names will be unchanged ! > > Also the old links leave unchanged. > > > > If nobody argues - lets do it ! > > And - deas Artiste on the Web - > > you may will change your cube ... > > No problem! > > A11W > > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > http://lists.sourceforge.net/mailman/listinfo/gl4java-usergroup -- mailto:sgo...@ja... www : http://www.jausoft.com voice : +49-521-2399440, +49-170-2115963; fax: +49-521-2399442 |
From: Artiste on t. W. <a1...@So...> - 2000-05-16 12:49:55
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Sven Goethel wrote: > This 3D Logo is great. > > How about the a new projekt name like "GL4Kaffe", > where "Kaffe" is the free GPL licensed JVM ! > > GL4Kaffe, OpenGL(R) language mapping for the Java(TM) platform But GL4Java supports Kaffe or not? If not, it is a rather strange name... > All package names will be unchanged ! > Also the old links leave unchanged. > > If nobody argues - lets do it ! > And - deas Artiste on the Web - > you may will change your cube ... No problem! A11W |
From: Artiste on t. W. <a1...@So...> - 2000-05-16 12:49:50
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Dennis Doubleday wrote: > I have a Linux machine with a 3dfx Voodoo card. I want to take advantage of > Mesa's DRI support in XFree86 4.0, and my card is one of the supported ones. > > However, it is not clear to me why there are two files in GL4Java: > > libGL4Java2.3.0.0-Linux-glibc2.1-Mesa31Nvidia-x86.zip > libGL4Java2.3.0.0-Linux-glibc2.1-Mesa31Soft-x86.zip I think you should use libGL4Java2.3.0.0-Linux-glibc2.1-Mesa31Soft-x86.zip, because, if i remember, mesa directly support 3dfx(=glide), so it is equivalent to software (but accelerated). Nvidia card do not use "real" mesa. Artiste on the web |
From: Kerry L. B. <ke...@vs...> - 2000-05-16 08:59:30
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I've got a question regarding an attempt to do something strange with gl4java. A friend wants to use some of the terrain code I've been developing for my distributed VR system in his employers app (a black box playback flight-sim product). Its currently written in C++ using VisKit over GL. We had integrated my code previously by using a slightly hacked version of my Java code that would call a GL abstraction class, which would then pass the calls through a native interface to the underlying C++ app's OpenGL context. We would like to get rid of the hacked interface (and code branch), and allow my Java code to use gl4java directly. To do this, he tried creating a glFunc object directly by copying some code from the startup classes. He was able to get it to link and run, but when this was all called from the C++ side nothing appeared when the gl4java calls are made. Are there any issues we should know about in attempting to do this? Any help would be appreciated. Many thanks. (BTW, the code being used is part of the codebase I'll soon make public, this particular package is a hybrid ROAM/RTIN terrain, supports paging for unlimited sizes, has special extensions to preserve ridgelines for line of sight special cases (i.e. no error for sniper sighting target across variably tesselated patches), and code is being added for lightmaps, synthetic textures, and some other eye candy. The heightfields are dynamically modifiable (i.e. you can blow craters trivially), and terrain following/collision is built in. Release license is BSD style with anti-GPL clause.) Kerry L. Bonin (speaking for self, insert lawyer joke here...) Sr. Engineer, Security/Cryptography & Advanced Visualization, Cisco Systems. VScape lead architect - Adaptive secure clustering for multiuser VR. |
From: John O. <Jo...@md...> - 2000-05-15 19:12:31
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Live Long and Prosper ICQ - 45835769 |
From: John O. <Jo...@md...> - 2000-05-15 19:10:14
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Has anyone gotten glDrawElements working? Live Long and Prosper ICQ - 45835769 |
From: Dennis D. <dd...@ma...> - 2000-05-15 15:37:23
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Are there any performance numbers relative to C/C++ programs? Just as a quick test, I modified the gears applet under Ron's demos to run as an application. The machine is a Celeron 466, Voodoo 3000 card. I am not getting hardware rendering yet, still working on that, but anyway to frame rate in Java gears is only 25fps, whereas the equivalent C program rate is 80fps. That seems like a pretty high penalty for a very thin binding to OpenGL native calls. Any comment or counter-evidence? ------------------------------------------------------------- Dennis Doubleday email: dd...@yo... yourfit.com, Inc. web: http://www.yourfit.com/ |
From: Max G. <gi...@li...> - 2000-05-14 16:59:18
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Sven Goethel wrote: > This 3D Logo is great. Agreed :-) How about making one of its sides wireframe grid? > How about the a new projekt name like "GL4Kaffe", > where "Kaffe" is the free GPL licensed JVM ! Does it work at all? Not much more than year ago I tried it but neither it seemed to start properly, it wasn't running with Sun's classpath, its own classpath was badly incomplete and I simply wasn't able to run anything with it. > GL4Kaffe, OpenGL(R) language mapping for the Java(TM) platform Apart from my bad experiences with Kaffe it sounds good! > Max - what do you think ? If Kaffe is really functional and won't bring a shame on Gl4Java I think it's OK. And I liked my GL/J name so much ;-)) Bye, 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: Max G. <gi...@li...> - 2000-05-14 16:59:11
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Sven Goethel wrote: > The next upcoming version does > contain Swing and Offscreen rendering support. > > Swing is solved, while using offscreen rendering. > > This work effort is sponsored by desys.com - thanxs a lot. Whoa! Great!!! Currently my app looks... weird at least ;-0 when two internal frames overlap. And thanks to desys.com whoever he/she/they is/are! How about its speed? Does next version of GL4* ;-) will *work* with XF4.0 or will *require* it? 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: Max G. <gi...@li...> - 2000-05-13 21:35:58
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Sven Goethel wrote: > Well, just write: (float)GL_FALSE or 0f, > or we use a new GL_FALSEf ? > Or we should have a summary of GL funcs, which expects boolean values > for float/doubles/int values, so we can overload such functions. Oh, right. Haven't thought about that. But it's a dirty hack I think should be avoided. I think separate methods would be best. > > 2. Several constants in GLEnum are named like this: GL_MAP1_VERTEX_3 > > where they should be GL_MAP1_VERTEX3. > I hope the new Mesa 3.3 (XF4.0) headers have them correct. > As you allready might know, we just use the Mesa headers > and transform them to java/c stubs & functions. How about correcting other's faults ;-) Bye, 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: Max G. <gi...@li...> - 2000-05-13 21:32:40
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Max Gilead wrote: > gluProject(..., Double, Double, Double) Okay, I know. Stupid mistake. Doubles cannot do this. I just always use my own simple wrapper class for such a thing and that's the source of this mistake. Anyway I could never understand why Double don't have method like setValue(). But I still think that using arrays for such a thing is, well, not very good style. But I think it's equally useable as separate wrapper class. Oh :-) Sorry for bothering ya. 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? -- |