JOGL 2

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Re: JOGL 2

Postby gouessej » Mon Feb 27, 2012 12:27 pm

runiter wrote:could you refer me to instruction for adopting it? i remember you mentioned it once in this forum but things probably change quite a bit by now.
it doesn't need to be the lazy way with jars, I can adopt it with your preferred way, I just need the instructions. (do you have a svn for your version?)

Everything is explained here:
http://gouessej.wordpress.com/2011/09/18/le-moteur-3d-ardor3d-fonctionne-desormais-avec-jogl-2-the-3d-engine-ardor3d-now-works-with-jogl-2/

The only difference is that the NEWT canvas is available and used by default in the example runner. Just edit the flag USE_NEWT to use AWT like before in the class ExampleBase.
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Re: JOGL 2

Postby martifa » Tue Mar 13, 2012 9:28 am

Hi and thanks for the good work!

Are there any examples of using JOGL 2 inside a JPanel? I am currently rendering to a JoglAwtCanvas which I add to a subclassed JPanel. This works quite well with the current trunk of Ardor3D, but I have problems to make it run with the JOGL 2 project found here: svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk. I get the following exception while trying to init:

javax.media.opengl.GLException: Unable to create temp OpenGL context for device context 0x70011686
at jogamp.opengl.windows.wgl.WindowsWGLContext.createImpl(WindowsWGLContext.java:294)
at jogamp.opengl.GLContextImpl.makeCurrentWithinLock(GLContextImpl.java:509)
at jogamp.opengl.GLContextImpl.makeCurrent(GLContextImpl.java:428)
at com.ardor3d.framework.jogl.JoglCanvasRenderer.init(JoglCanvasRenderer.java:130)
at com.ardor3d.framework.jogl.JoglAwtCanvas.init(JoglAwtCanvas.java:61)
at no.offsim.opus.visual.ardor.core.JoglJPanel.init(JoglJPanel.java:243)

I am using Netbeans Application Framework, so I need to render to a JPanel which handles resizes and so forth... As I said I have this working "quite well" with JOGL 1 at the moment, but I wold like to test JOGL 2. One reason for this is that I want to use hardware geometry instancing. Am I correct in that this is only supported in the JOGL 2 renderer?

Cheers,
Martin
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Re: JOGL 2

Postby gouessej » Tue Mar 13, 2012 9:40 am

Hi

The hardware geometry instancing works fine with the renderer based on JOGL 1 too but anyway, not using JOGL 2 whereas Windows 8 is coming is a dead end.

Can you tell me if this is only your test case that crashes? Do you succeed in running applications based on JOGL 2? Do you succeed in running applications based on Ardor3D and JOGL 2.0?

Does it work on your machine?
http://tuer.sourceforge.net/very_experimental/tuer.jnlp

I try to know whether your bug comes from JOGL 2, from the renderer based on JOGL 2 or from your own source code (JOGL 2.0 is safer but less permissive than JOGL 1.0).
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Re: JOGL 2

Postby martifa » Tue Mar 13, 2012 10:40 am

Hi,

I could run the link you gave me just fine. I have two projects that I have tried to run using JOGL 2 and Ardor3D. The first is the one I explained to you that uses the Netbeans Application Framework, the other is a simple model viewer with a JFrame. Both projects use a subclass of JPanel that I have implemented that creates and adds a JoglAwtCanvas to itself. Both projects throw the same exception while trying to initialize...

Martin
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Re: JOGL 2

Postby gouessej » Tue Mar 13, 2012 11:57 am

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.
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Re: JOGL 2

Postby enavarrocu » Wed Mar 14, 2012 5:40 am

Hello gouessej:

Trying to compile with maven your ardor3d-jogl2-code I get following errors:

[ERROR] Failed to execute goal org.apache.maven.plugins:maven-compiler-plugin:2.3.2:compile (default-compile) on project ardor3d-jogl2: Compilation failure: Compilation failure:
[ERROR] /Data/Developer/ardor3d-jogl2-code/ardor3d-jogl2/src/main/java/com/ardor3d/input/jogl/JoglNewtMouseWrapper.java:[107,39] cannot find symbol
[ERROR] symbol : variable consumedTag
[ERROR] location: class com.jogamp.newt.event.InputEvent
[ERROR] /Data/Developer/ardor3d-jogl2-code/ardor3d-jogl2/src/main/java/com/ardor3d/input/jogl/JoglNewtMouseWrapper.java:[121,39] cannot find symbol
[ERROR] symbol : variable consumedTag
[ERROR] location: class com.jogamp.newt.event.InputEvent
[ERROR] /Data/Developer/ardor3d-jogl2-code/ardor3d-jogl2/src/main/java/com/ardor3d/input/jogl/JoglNewtMouseWrapper.java:[154,39] cannot find symbol
[ERROR] symbol : variable consumedTag
[ERROR] location: class com.jogamp.newt.event.InputEvent
[ERROR] /Data/Developer/ardor3d-jogl2-code/ardor3d-jogl2/src/main/java/com/ardor3d/input/jogl/JoglNewtMouseWrapper.java:[209,39] cannot find symbol
[ERROR] symbol : variable consumedTag
[ERROR] location: class com.jogamp.newt.event.InputEvent
[ERROR] -> [Help 1]

Thanks in advance.
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Re: JOGL 2

Postby gouessej » Wed Mar 14, 2012 7:16 am

Hi enavarrocu

The guy responsible for Maven integration of JOGL 2.0 still uses an "old" build (RC5?) whereas I use a more recent build. Maven integration will work anew when he updates his integration. However, you can build the renderer based on JOGL 2.0 with Eclipse builder and generate the JAR with the alternative Ant script that I provide. If you really don't want to use Eclipse, I can improve the Ant script, it would be a temporary solution and it is not very difficult to do. Please let me know which solution you prefer.

N.B: I'm going to use the latest nightly build of JOGL 2.0 soon in order to benefit of some tiny bug fixes.
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Re: JOGL 2

Postby enavarrocu » Wed Mar 14, 2012 8:34 am

gouessej wrote:Hi enavarrocu

The guy responsible for Maven integration of JOGL 2.0 still uses an "old" build (RC5?) whereas I use a more recent build. Maven integration will work anew when he updates his integration. However, you can build the renderer based on JOGL 2.0 with Eclipse builder and generate the JAR with the alternative Ant script that I provide. If you really don't want to use Eclipse, I can improve the Ant script, it would be a temporary solution and it is not very difficult to do. Please let me know which solution you prefer.

N.B: I'm going to use the latest nightly build of JOGL 2.0 soon in order to benefit of some tiny bug fixes.


Thanks for the answer. I get the point. I'm not using Eclipse so the Ant solution will be better to me. Anyway which build of JOGL are you using?
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Re: JOGL 2

Postby gouessej » Wed Mar 14, 2012 9:53 am

enavarrocu wrote:
gouessej wrote:Hi enavarrocu

The guy responsible for Maven integration of JOGL 2.0 still uses an "old" build (RC5?) whereas I use a more recent build. Maven integration will work anew when he updates his integration. However, you can build the renderer based on JOGL 2.0 with Eclipse builder and generate the JAR with the alternative Ant script that I provide. If you really don't want to use Eclipse, I can improve the Ant script, it would be a temporary solution and it is not very difficult to do. Please let me know which solution you prefer.

N.B: I'm going to use the latest nightly build of JOGL 2.0 soon in order to benefit of some tiny bug fixes.


Thanks for the answer. I get the point. I'm not using Eclipse so the Ant solution will be better to me. Anyway which build of JOGL are you using?

You're welcome. I use JOGL 2.0 (build 661) and GlueGen (build 494) as it is mentioned below:
http://sourceforge.net/p/ardor3d-jogl2/code/46/

Ok I will try to make it work with Ant but (obviously) ardor3d-core must be compiled successfully before using my script. You can use my JARs while the script is not ready, look at the pre-beta version of TUER:
http://tuer.svn.sourceforge.net/viewvc/tuer/pre_beta/lib/

Good luck.
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Re: JOGL 2

Postby enavarrocu » Wed Mar 14, 2012 10:46 am

gouessej wrote:
enavarrocu wrote:
gouessej wrote:Hi enavarrocu

The guy responsible for Maven integration of JOGL 2.0 still uses an "old" build (RC5?) whereas I use a more recent build. Maven integration will work anew when he updates his integration. However, you can build the renderer based on JOGL 2.0 with Eclipse builder and generate the JAR with the alternative Ant script that I provide. If you really don't want to use Eclipse, I can improve the Ant script, it would be a temporary solution and it is not very difficult to do. Please let me know which solution you prefer.

N.B: I'm going to use the latest nightly build of JOGL 2.0 soon in order to benefit of some tiny bug fixes.


Thanks for the answer. I get the point. I'm not using Eclipse so the Ant solution will be better to me. Anyway which build of JOGL are you using?

You're welcome. I use JOGL 2.0 (build 661) and GlueGen (build 494) as it is mentioned below:
http://sourceforge.net/p/ardor3d-jogl2/code/46/

Ok I will try to make it work with Ant but (obviously) ardor3d-core must be compiled successfully before using my script. You can use my JARs while the script is not ready, look at the pre-beta version of TUER:
http://tuer.svn.sourceforge.net/viewvc/tuer/pre_beta/lib/

Good luck.


Thanks my dear friend. I discover something stunning ... I can't live without maven anymore :( . Try do my best without it :)
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