From: Sven G. <sgo...@ja...> - 2000-09-23 00:39:35
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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: Olivier M. <Oli...@cy...> - 2000-09-25 10:13:21
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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: Max G. <gi...@li...> - 2000-09-27 21:37:10
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Olivier Michel wrote: > > - 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). Very similar thing happens here. Sometimes instead of throwing an exception whole JVM segfaults without explanation in methods like glBegin or Swing GL2AWT copying method... but it's hard to reproduce as it depends on what other Java applications are running (like my IDE). Max -- Max Gilead (gi...@li...) http://3d.linart.krakow.pl/OfficinaArtificialis --- -- XMage: Image / 3D / OpenGL Java library - http://xmage.sourceforge.net ----------------------------------------------------------------------------- -- This email was published on recyclable bytes and no AI was harmed -- -- during its creation. -- |
From: Thorsten R. <tho...@iv...> - 2000-10-11 13:23:50
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Hi *, does anybody know, what is meant with "destination alpha" in the docu of glBlendFunc() ? "source alpha" is taken from glColor(), but the destination one ? Or any links ? thanx in advance, Thorsten |
From: Artiste on t. W. <a1...@So...> - 2000-10-11 15:29:53
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Thorsten Roemer wrote: > > Hi *, > > does anybody know, what is meant with "destination alpha" in the docu of > glBlendFunc() ? "source alpha" is taken from glColor(), but the destination > one ? I think the destination alpha is taken from the frame buffer (front or back buffer) if you are using an RGBA frame buffer (32 bpp). > Or any links ? > > thanx in advance, > Thorsten A11W |
From: Thorsten R. <tho...@iv...> - 2000-10-12 08:15:17
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> > does anybody know, what is meant with "destination alpha" in the docu of > > glBlendFunc() ? "source alpha" is taken from glColor(), but the > destination > > one ? > > I think the destination alpha is taken from the frame buffer (front or > back buffer) if you are using an RGBA frame buffer (32 bpp). How do I use a RGBA frame buffer ? is it the <GLCanvas.rgba> flag ? <GLCanvas.getGLContext().isRGBA()> says <true>. How do I write alpha values in the buffer ? I thought the following would do the trick: glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ZERO); // is default for blending glColor4f (r,g,b, 0.5f); drawPolygon(); but when drawing another Polygon over the first one with glBlendFunc (GL_DST_ALPHA, GL_DST_ONE_MINUS_ALPHA); glColor3f (r2,g2,b2); // alpha = 1f drawPolygon(); I get a second Polygon with full (r2,g2,b2). So it looks like the alpha values in the framebuffer are 1's rather than 0.5 ?! Any ideas ? Thorsten |
From: p <pe...@gm...> - 2000-09-26 00:19:42
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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: Thorsten R. <tho...@iv...> - 2000-09-26 13:16:02
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> please send your opinion/experience/ideas about GL4Java's: It's great ! Small and fast ! It's more stable and faster than java3d, great work! > - Linux Port I'm using RedHat 6.2 (2.2.14)/GeForce2 (0.94)/xfree (4.01) and it run's nearly perfect. Sometimes when using many BIG textures the system (often just X) crashes... Tesselated Objects with antialiasing doesn't work correct (draws black lines between filled rectangles). But that look's like a bug in the display driver. > - Win32 Port Using textures (any size) under windows2000/matrox g400max/all drivers crashes the whole system. I'm currently investigating if it's also a driver problem... > - Demos My JBuilder3 has problems with static final variables defined in a method. By removing the word "static" it compiles well. Again: Great work! By the way: Do you plan to port your work to the new "amiga-java-os" ? (www.amiga.com - have a look at their sdk) ciao, Thorsten |
From: Olivier M. <Oli...@cy...> - 2000-09-27 08:14:01
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Thorsten Roemer wrote: > I'm using RedHat 6.2 (2.2.14)/GeForce2 (0.94)/xfree (4.01) and it run's > nearly perfect. > > Sometimes when using many BIG textures the system (often just X) crashes... > Tesselated Objects with antialiasing doesn't work correct (draws black lines > between filled rectangles). But that look's like a bug in the display > driver. Which GLU do you use ? The Mesa GLU tesselator is known to be broken (from Mesa version 3.1 and up). I use the GLU (libGLU.so and include files) from the SGI OpenGL sample implementation instead (source available from http://oss.sgi.com/projects/ogl-sample/) which coexist peacefully with Mesa core GL now. Brian Paul (author of Mesa) told me that he planned to toss Mesa GLU and use SGI GLU instead, so this SGI GLU is going to be the official GLU for Mesa. I built a number of RPM packages for SGI-glu and Mesa-without-its-glu to be available on Mesa web site soon. I hope this helps, -Olivier |
From: Jean-Yves B. <jea...@wa...> - 2000-10-05 07:24:24
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> Sven Goethel a ecrit : > > > Dear Users, > > > > please send your opinion/experience/ideas about GL4Java's: > > GL4 is very nice. > It is a very serious solution to draw fast with java: > I use it to make profesionnal software on mac+windows. > Having sources files available is very important to be secure > in case of problem. > > I hope that will become a standard and will be > seriously accepted by Sun has an official solution > for 3D (and 2D) drawings in java. > > Thank you very much for your very good work. > > Jean-Yves > > > > > - MacPort > > Mac Port is very nice. Rendering look more beautiful on mac ! > > Has I said, I got some problem reading front buffer. > > With some computer like IMac ot IBook, I also have problem writing in > front buffer with 16 millions colors. I need reduce to 65000 colors. > > With last port, I got flickering for a redraw after my window > has been overlapped by another. > A white redraw seems to be made before the Swap. > > When I call sDisplay(), I don't see flickering. > > > > > - Linux Port > > Not used yet. but soon. > > > > > - SGI Port > > Not used. > > > > > - Win32 Port > > Very nice. > > I just got a problem to unzip (with winzip 7.0) file > GL4Java2.4.1.2-src.tar.gz: > "Error reading header after processing 114 entries" > > Some minor problem using tesselation with HotSpot. > > > > > - Demos > > Very nice and cover many OpenGL needs. Realy great ! > I am trying the Swing examples. > > What does mean .AppleDouble in the last release ? > > > > > - API (Application Programming Interface) / Classes / ... > > The API is very clear and simple to use. > > I have problems with threads and context because > I mix animation threads and AWT Event thread. And some times > I make partial redraw (using front buffer) or I build display lists > and I cannot always use sDisplay() method. > I implemented a locking simple system, but this functionality > would be very useful in the API. > > > > > - Installation > > A standalone (versus on-line) installation would be useful. > > > > > > > Yours, Sven > > -- > Jean-Yves |