I'm working on a source-code visualization project that uses the Processing core library. The processing library has the option to use the jogl OpenGL library to render graphics which really improves performance. However, the JNI files that jogl uses aren't necessarily available at runtime, depending on who is using the project and on ...
The story:
I been googling for some way of displaying computer graphics over the web using acceleration from video cards (no software renders). I know it is possible to write and activeX module for IE but that is not a complete solution as that would alinate a good amount of users (firefox + macOS fans).
Here is an example of more less ...
I'm writing a desktop app using JOGL, and deploying on Win/Mac/Linux. On Linux we find that the OpenGL libraries installed are not always up to the job, and we need to have the capability of switching our own software emulation OpenGL in. Naturally we expected that we could place out libraries after /usr/lib or before /usr/lib to favour ...
Clicking through JMenu options is causing my JOGL GLCanvas to flicker.
The JMenu has the setDefaultLightWeightPopupEnabled set to false. I don't want to use JGLPanel because it runs slower (the application needs to run in full screen mode).
Interesting, the flicker stops if I set sun.java2d.opengl=true on the command line. However,...
I just started Shader programming(GLSL) and created a few with RenderMonkey. Now I want to use this Shaders in my java code. Are there any simple examples of how I do that?
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As part of a larger project I'm trying to implement a facility using JOGL that will export 3D renderings to bitmap formats. We do this by creating a GLJPanel and drawing the scene we want to it, then extracting the bitmap. This all works fine as long as the system has at least one visible window on the screen - not necessarily the window...
Does anyone know if putting too many OpenGL calls into a displaylist can cause it to fail? If so, does anyone have an estimate for how many calls might do this? Is it related to video memory?
I'm calling OpenGL from JOGL, but I don't think that's significant.
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If you've loaded an image into a PImage in Processing, what's the best way to bind it to a texture using OpenGL calls? I'm not using any of the Processing rendering stuff.
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I'm writing a game in JOGL and need to represent the in-game character. I plan to use skeletal animation for the character movements, and of course the character will be skinned. I can't seem to find any good model loaders for JOGL so I plan to load the filetype myself, based on specs or something. I also plan to use Blender as my 3D mod...
I'm looking to do some physics simulations and I need fast rendering in Java.
I've run into performance issues with Java2d in the past, so what are the fast alternatives? Is JOGL significantly faster than Java2d?
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I'm looking to start using Java Open GL, but I can't find it.
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I'm trying to learn how to use JoGL, and for some reason I'm getting this error despite having all of these imported:
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun.opengl.util.*;
import com.sun.opengl.util.j2d.*;
public void display(javax.media.opengl.GLDrawable gLDrawable)
{
final GL gl = gL...
I'm trying to load an image into Java to create a texture in JoGL. I need to use a call to BufferUtils for this:
dest = ByteBuffer.allocateDirect(data.length * BufferUtils.SIZEOF_INT);
But it's telling me that it can't find it. This is all I have imported:
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun...
Okay, I'm using Java and JoGL. I'm trying to load and display a texture, but the texture isn't showing up at all. I'm not getting any errors at all, so I don't know what the problem could be.
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun.opengl.util.*;
import com.sun.opengl.util.j2d.*;
import java.awt.*;
...
I'm trying to turn my JoGL project into a jar. Can someone tell me what I'm doing wrong?
http://www.megaupload.com/?d=MA3LF50J
EDIT from schnaader: Stacktrace from my PC:
EDIT FROM WILLIAM: It runs on my PC just fine as a normal project inside JCreator, so I know it's not the code. I have JoGL in the /lib/ext/ folder of my jre too.
E...
For some reason which I can't figure out for the life of me, my text in my JOGL hello world program won't show up at all. I'll include the display method so you'll all know what I'm talking about.
public void display(GLAutoDrawable gLDrawable)
{
final GL gl = gLDrawable.getGL();
final GLU glu = new GLU();
GLU...
I have found may tutorials on loading an obj, but nothing on how to load it and use it with java, anyone have links to any useful tutorials?
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My jogl applet screen is blank. I have this for my paint code:
public void paint(Graphics g){
canvas.update(g);
}
if I add g.fillRect(0,0,50,50); to it it'll draw the filled rect, but still not the jogl stuff.
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I am currently working on designing my first FPS game using JOGL. (Java bindings for OpenGL).
So far I have been able to generate the 'world' (a series of cubes), and a player model. I have the collision detection between the player and the cubes working great.
Now I am trying to add in the guns. I have the gun models drawn correctly a...
Hi, I'm trying to render a colored cube after rendering other cubes that have textures. I have multiple "Drawer" objects that conform to the Drawer interface, and I pass each a reference to the GL object to the draw( final GL gl ) method of each individual implementing class. However, no matter what I do, I seem unable to render a color...