JOGL 2

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Re: JOGL 2

Postby gouessej » Wed Mar 14, 2012 4:18 pm

The Ant script is ready. I should have tested it in command line to be sure it works outside Eclipse.
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Re: JOGL 2

Postby martifa » Thu Mar 15, 2012 2:08 am

gouessej wrote:Ok, the problem seems to come from your source code which needs to be a bit modified for JOGL 2.0. In my humble opinion, the JoglAwtCanvas is added at an inappropriate instant and the OpenGL context cannot become current. Can you show me at least a part of the concerned source code please? I really want to solve your problem.


I think you are right:) I have to do some other stuff this week, but I'll send you some source code later so you can see if you can locate my mistakes. Appreciate it!

Martin
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Re: JOGL 2

Postby gouessej » Thu Mar 15, 2012 3:42 am

martifa wrote:
gouessej wrote:Ok, the problem seems to come from your source code which needs to be a bit modified for JOGL 2.0. In my humble opinion, the JoglAwtCanvas is added at an inappropriate instant and the OpenGL context cannot become current. Can you show me at least a part of the concerned source code please? I really want to solve your problem.


I think you are right:) I have to do some other stuff this week, but I'll send you some source code later so you can see if you can locate my mistakes. Appreciate it!

Martin

Ensure you're on the event dispatching thread when you put the canvas into the JPanel.
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Re: JOGL 2

Postby gouessej » Fri Mar 16, 2012 5:06 am

Hi

I updated the renderer based on JOGL 2.0 yesterday, I now use the latest build and I fixed a bug in the "compile" target of the Ant script.

There is still a problem with the detection of multiple mouse buttons pressed at the same time under GNU Linux when using JoglNewtAwtCanvas, the bug comes from com.jogamp.newt.awt.NewtCanvasAWT (in JOGL 2.0). I'm going to fix it.

I have not yet tested the support of this renderer on Linux ARM, please feel free to add the proper native libraries and to test it with a Nokia N9 (Meego).

My smartphone only supports Android 2.2. If you're interested in using this renderer on Android >= 2.3, please feel free to add the proper native libraries, try to use the JogAmp Android launcher (jogamp.android-launcher.apk). There is a lack of tutorials about JOGL 2.0 on Android :? Modify JoglNewtWindow to use jogamp.newt.driver.android.AndroidWindow (pass an android.view.Window to the constructor) instead of GLWindow. Touch events are forwarded to classical NEWT mouse events. Good luck.
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Re: JOGL 2

Postby martifa » Wed Mar 21, 2012 6:10 am

gouessej wrote:
martifa wrote:
gouessej wrote:Ok, the problem seems to come from your source code which needs to be a bit modified for JOGL 2.0. In my humble opinion, the JoglAwtCanvas is added at an inappropriate instant and the OpenGL context cannot become current. Can you show me at least a part of the concerned source code please? I really want to solve your problem.


I think you are right:) I have to do some other stuff this week, but I'll send you some source code later so you can see if you can locate my mistakes. Appreciate it!

Martin

Ensure you're on the event dispatching thread when you put the canvas into the JPanel.


That's a good point, and should probably be obvious, but I think I am on the render thread when the canvas is added... Unfortunately work on this part of the source is not a priority here right now so it will take some more time before I can look into it. I will probably do some research and documentation on the different options we have: JOGL 1or 2/LWJGL and even look into JMonkey (we are keeping everything open at the time), so I might have some more general questions for you before I get back to coding:)

Anyways, thanks for the help so far!

Martin
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Re: JOGL 2

Postby gouessej » Wed Mar 21, 2012 8:36 am

martifa wrote:That's a good point, and should probably be obvious, but I think I am on the render thread when the canvas is added... Unfortunately work on this part of the source is not a priority here right now so it will take some more time before I can look into it. I will probably do some research and documentation on the different options we have: JOGL 1or 2/LWJGL and even look into JMonkey (we are keeping everything open at the time), so I might have some more general questions for you before I get back to coding:)

Anyways, thanks for the help so far!

Martin

Hi

Mickael Bien, the guy who maintained the OpenGL Pack for Netbeans during several years, would be probably able to help you.

Edit.: The source code of the integrated game development environment of JMonkeyEngine 3 could be a nice source of inspiration for you as it heavily relies on Netbeans RCP.
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Re: JOGL 2

Postby gouessej » Thu Mar 29, 2012 6:59 am

Hi

I'm going to update the renderer based on JOGL 2.0 in some hours with some minor fixes and I will update JOGL 2.0 itself too, I'm going to use this build:
http://jogamp.org/deployment/archive/master/gluegen_536-joal_318-jogl_724-jocl_600/archive/

I will switch to JOGL 2.0 RC6 as soon as possible, probably next week.
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Re: JOGL 2

Postby renanse » Thu Mar 29, 2012 9:59 am

How close are they to a final version do you think?
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Re: JOGL 2

Postby gouessej » Thu Mar 29, 2012 12:11 pm

Hi Renanse

renanse wrote:How close are they to a final version do you think?

The RC6 should be out next week, the RC7 will be the last release candidate before the stable version.

There are less than 10 minor bugs, a very blocking bug on Linux / Android with ARM architecture and some major enhancements (SWT heavyweight JOGL canvas, NEWT JInput plugin, ...) will be probably postponed in JOGL 2.1.

I hope Sven will succeed in releasing the stable version in about 2 months.

Anyway, I try to put your changes into the renderer based on JOGL 2.0.
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Re: JOGL 2

Postby gouessej » Thu Mar 29, 2012 12:23 pm

The change set 1809 has been ported to JOGL 2.0. The source code has just been committed.
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