Gestartet von 0x7F 3. Dez Antworten: 2. Okt Antworten: 2. Alpha Blending jogl Gestartet von JavaKing Sep Antworten: 5. Sep Antworten: 9. Gestartet von Kr0e 6. Sep Antworten: 2. Jul Antworten: 5. Jun Antworten: 8. Apr Antworten: 5. Gestartet von Sonic 6. Apr Antworten: 3. Neue Themen. Allgemeine Java-Themen. Java-Klasse auf macOS entpacken? Gestartet von Atten Heute um Antworten: 2.
Fortlaufende Zahl Gestartet von ruuckiii Heute um Antworten: 3. Wie genau funktioniert der! Operator Gestartet von uuqfowehui23 Heute um Antworten: 3. JOGL kein zugriff auf manche methoden. Aug Spielfelder erstellen mit Jogl Java durch ein Koordinaten Array. Dez Nov Sep Feb Okt Apr Jan Mai Schussrichtung festlegen - JOGL. Jogl Libs werden nicht geladen.
Jogl: Objekt trotz Rotation immer in gleiche Richtung bewegen. Jogl:Textur auf GLUquadric wird vertikal spiegelverkehrt dargestellt.
Ein paar fragen zu JOGL. Jul It is still interesting mainly for developers with large volumes of source code based on this API. Xith3D is the most similar scenegraph from Java 3D, but it seems at a standstill in recent years. Engineer in computer science, far left-wing political activist, developer of free open source cross-platform softwares.
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Java API documentation. Vous avez besoin des JARs suivants :. Compilation and execution. Ligne de commande. More than one context may be created for a particular drawable. In the JSR abstractions, a context is always associated with exactly one drawable. Most end users will not need to use these abstractions directly. However, when sharing textures, display lists and other OpenGL objects between widgets, the concrete identifier for the "namespace" for these objects is the GLContext.
Jogl provides two basic widgets into which OpenGL rendering can be performed. The GLCanvas is a heavyweight AWT widget which supports hardware acceleration and which is intended to be the primary widget used by applications. The GLJPanel is a fully Swing-compatible lightweight widget which supports hardware acceleration but which is not as fast as the GLCanvas because it typically reads back the frame buffer in order to draw it using Java2D. See this article on The Swing Connection for more information about mixing lightweight and heavyweight widgets.
See also the section on "Heavyweight and Lightweight Issues" below. A GLCapabilities object specifies the OpenGL parameters for a newly-created widget, such as the color, alpha,, z-buffer and accumulation buffer bit depths and whether the widget is double-buffered.
The default capabilities are loosely specified but provide for truecolor RGB, a reasonably large depth buffer, double-buffered, with no alpha, stencil, or accumulation buffers. Not all platforms support the GLCapabilitiesChooser mechanism, however; it may be ignored, in particular on Mac OS X where pixel format selection is very different than on other platforms.
The chooseCapabilities method will be called with all of the available pixel formats as an array of GLCapabilities objects, as well as the index indicating the window system's recommended choice; it should return an integer index into this array.
The DefaultGLCapabilitiesChooser uses the window system's recommendation when it is available, and otherwise attempts to use a platform-independent selection algorithm. In order to enable this, set up your GLCapabilities object with a non-zero alpha depth a common value is 8 bits and call setOpaque false on the GLJPanel once it has been created. Java2D rendering underneath it will then show through areas where OpenGL has produced an alpha value less than 1. See the JGears and JRefract demos for examples of how to use this functionality.
Any display lists or textures used during the application's normal rendering loop can be safely initialized in init. The init method should therefore be kept as short as possible and only contain the OpenGL initialization required for the display method to run properly.
It is the responsibility of the application to keep track of how its various OpenGL contexts share display lists, textures and other OpenGL objects so they can be either be reinitialized or so that reinitialization can be skipped when the init callback is called. If this is not done, it is possible that the init method will not be called on the GLEventListener.
The display method is called to perform per-frame rendering. The reshape method is called when the drawable has been resized; the default implementation automatically resizes the OpenGL viewport so often it is not necessary to do any work in this method. The displayChanged method is designed to allow applications to support on-the-fly screen mode switching, but support for this is not yet implemented so the body of this method should remain empty.
It is strongly recommended that applications always refetch the GL object out of the GLAutoDrawable upon each call to the init , display and reshape methods and pass the GL object down on the stack to any drawing routines, as opposed to storing the GL in a field and referencing it from there. The reason is that multithreading issues inherent to the AWT toolkit make it difficult to reason about which threads certain operations are occurring on, and if the GL object is stored in a field it is unfortunately too easy to accidentally make OpenGL calls from a thread that does not have a current context.
This will usually cause the application to crash. For more information please see the section on multithreading. It can greatly speed up development time because of its fine-grained error checking as opposed to the manual error checking usually required in OpenGL programs written in C. The TraceGL prints logging information upon each OpenGL call and is helpful when an application crash makes it difficult to see where the error occurred.
To use these pipelines, call GLAutoDrawable. Note that the GLAutoDrawable. The composable pipeline needs to be re-installed every time GLContext.
Please see the Swing Connection article mentioned above for details on mixing heavyweight and lightweight widgets. A couple of common pitfalls are described here.
Main at java. Program will exit. Below is a screenshot of my module's dependencies JOGL is what I mentioned it was above : I tried to separate everything to make it more readable, sorry if it's difficult to follow. Improve this question. Dave Newton k 23 23 gold badges silver badges bronze badges.
Brad Brad 5 5 silver badges 15 15 bronze badges. Edit the post with the actual errors that you get. Does it compile? Does it fail when running? With what errors? Attach a screenshot with the dependencies configuration. Add a comment. Active Oldest Votes. Improve this answer. Does this still work?
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