Version 3.0.2
admin // Dec 20, 2011 10:44:46 PM3.0.2 introduces significant changes in the Sandbox application along with some minor bug fixes to dyn4j and some new features. Specifically, small CCD improvements, a new fixture filter TypeFilter, and tangent speed settings on contacts. Bug fixes include: a fix to the Body.setMass(Mass.Type) method, auto-sleeping bug, and a rotation disc computation bug. In addition, both dyn4j and Sandbox have been internationalized (any volunteers for translating?).
The Sandbox includes many new features and fixes. First, is the ability to add Rays to test raycasting. Next, all output angles are in Degrees (GUI, xml, and java files). Finally there is a new Export feature to export a simulation to a Java class file. This allows you to create a simulation inside the Sandbox application and export it for use in your application.
Soon I plan to post some videos on how to get started and some of the useful features contained in the Sandbox application.
When running either test application you may be asked to accept a certificate from me (I just self signed the JARs). The certificates will expire six months from today.
Both applications require Java 1.6+.
JogAmp Release v2.0-rc4
Sven // Dec 2, 2011 9:56:56 AMAfter tons of bug fixes and Mac OS X, Solaris and Android platform support
we finally have v2.0-rc4.
Besides many important bug fixes this release supports
Mac OS X 10.6.4 and 10.7.
The Applet browser plugin is also enhanced and validated
on all platforms for FF, Chrome, Safari and IE where supported.
http://jogamp.org/deployment/jogamp-current/jogl-test-applets.html
+++
We have to thank each other for our ongoing support,
bug reports, inspiration and pushing for results.
Thank you.
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The following aliasing of URL location has been made,
ie. all are aligned to v2.0-rc4 for now.
- v2.0-rc4 -> archive/rc/v2.0-rc4
- jogamp-current -> v2.0-rc4
- jogamp-next -> v2.0-rc4
- webstart -> v2.0-rc4
- webstart-next -> v2.0-rc4
Developer downloads at:
http://jogamp.org/deployment/v2.0-rc4/archive/
Git repositories have been tagged w/ v2.0-rc4.
+++
Planned for RC5 so far:
RC5:
- Maven2 integration (I know .. a bit late it is already)
- Mobile/Android autobuilds / release
- More bugfixes
- Update the graph package
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Please join the discussion in our forum.
You may like to comment on this release here.
Cheers, Sven
JOGL Test Statistics (Linux, Windows and OS X)
Sven // Oct 14, 2011 12:27:02 AMTo conclude my today series of blog entries, I thought it might be a good idea to show our automatic test statistics.
Here are the latest good and failed test charts for all platforms:
And finally the progress on OS X with all tests included:
Besides adding running all unit tests to OSX, we also made sure that it’s performance is now equal to the other platforms, ie. around 4 minutes runtime for all tests.
But be aware that these features will be promoted to the next release RC4,
so you would need to wait or use the autobuilds, see Downloading the latest automatic build.
Jogl OS X Port is Nigh :)
Sven // Oct 13, 2011 11:48:16 PMSince the mouse features were to easy to add and my Android vacation should take a bit longer, our OS X port was a good candidate to burn some hours I don’t have.
What should work for OS X by now:
- NEWT Top-Level Windowing
- NEWT Child Window w/ NEWT Parent
- NEWT Child Window w/ AWT Parent
- JOGL incl. shared context
- NEWT works w/ AWT enabled JVM out of the box
- Method to execute a Runnable on the MainThread
- The new native Jar loading facility (Application, Applet, Webstart)
The window positioning code was a torture, since the AWT components are not top-level on OS X. Hence we have to calculation the proper screen size position in bottom-left coordination space, even when resizing the window.
Maybe there are still some glitches in case of a NEWT child within an AWT floating Container, but most cases work fine.
Shared or offscreen context destruction was another issue.
We have to run this task on the MainThread, otherwise we experienced a ~10s freeze.
Btw our MainThread semantics have been simplified a lot.
On OS X, it just launches the user main class in a new thread while continuing as the NSApp MainThread.
In short, it is no more required when using an AWT enabled JVM, since it already launches as the NSApp MainThread.
After a few more cleanups, I will prepare the next release and test our new native Jar loading mechanism
and Applets in general.
But be aware that these features will be promoted to the next release RC4,
so you would need to wait or use the autobuilds, see Downloading the latest automatic build.
Note on the side: Motivation for the OS X port was not my liking of the platform, which I don’t, but to just complete our platform independent solution. Hence having NEWT working well on OS X is mandatory here.
New NEWT Mouse Features
Sven // Oct 13, 2011 11:20:48 PMAfter doing all the Android work, I thought I need a break and finally
added the NEWT mouse features some are desiring:
- Visibility
set pointer visible or invisible - Confined
confine pointer to window, or not - Warp
set mouse position within the window
This is NEWT’s minimal API addition in this regard.
The InputEvent’s modifiers expose the above states confined and invisible
which can be easily queried and reacted upon in the event listener, as shown in GearsES2.
This allows you to have a game-like mouse navigation, where you control the direction w/o pressing the mouse button (which you may need for something else), not seeing the mouse pointer and last but not least,
not leaving the game window.
Tested w/ TestGearsES2NEWT, using
GearsES2.
This is currently impl. for X11 and Windows and I am currently adding these to our OSX port.
Since the default operation for these features are NOP and touchscreen don’t require any of those, there is no work to do on Android in this regard.
But be aware that these features will be promoted to the next release RC4,
so you would need to wait or use the autobuilds, see Downloading the latest automatic build.
Finished my post processing anti-aliasing evaluation and settled...
// Oct 11, 2011 4:17:00 PM
Finished my post processing anti-aliasing evaluation and settled with a combination of FXAA and 2xFSAA. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: GL3_FXAA_Mandelbrot.java and GL3_FXAA_DisplayLists.java. JOGL ?friendly? fragment shader (eliminated the need for a dedicated vertex shader): .fs
Android Test APKs [201110080141utc]
Sven // Oct 8, 2011 4:11:23 AMSince we were not able to hook up the Android test machine to Jenkins
to produce builds and a release, I thought it might be of interest to share my builds with
whoever is interested.
Just go to this test deployment folder:
http://jogamp.org/deployment/test/android/201110080141utc/
Download all the APKs:
- gluegen-rt.apk
- jogl.all-android.apk
- jogl.test.apk
- jogl.android-launcher.apk
and install them via the ADB:
adb install gluegen-rt.apk adb install jogl.all-android.apk adb install jogl.test.apk adb install jogl.android-launcher.apk
You can uninstall them as follows:
adb uninstall com.jogamp.common adb uninstall javax.media.opengl adb uninstall com.jogamp.opengl.test adb uninstall com.jogamp.android.launcher
The APKs are currently just signed with a temporary key and debug is enabled.
Uninstalling them manually is required when you like to try to test a new version,
which will appear in the same parent folder under a different timestamp soon.
Please visit our forum at http://forum.jogamp.org/,
actual thread for this test release is
http://forum.jogamp.org/Android-Test-APKs-201110080141utc-td3404613.html,
and leave your comments there if you like, thank you.
The API in regards to Android is under review and will change
to make the experience more comfortable.
However, we already achieved to run a Java module on desktop as an application or applet
and on Android / Mobile w/o any change.
This is the main goal of porting JOGL on Android, no need for native code or rewriting your application.
Cheers, Sven
Continuing with my experiments regarding anti aliasing, I took a...
// Oct 6, 2011 5:17:00 PM
Continuing with my experiments regarding anti aliasing, I took a look at the idea of combining post-processing anti-aliasing (FXAA) with super sampling as explained by Timothy Lottes. As the above picture clearly shows the results of 2xFSAA+FXAA line up somewhat between 2xFSAA and 4xFSAA at the cost of 2xFSAA (as FXAA is neglectable performance wise). JOGL2 port/implementation coming up shortly ?
JOGL/JogAmp @ Red Square / Moscow ? NURBS @ GraphiCon?2011
Sven // Oct 5, 2011 9:26:34 PMWhile being in Moscow at GraphiCon’2011 to release Rami’s paper
about the math of JOGL’s new graph package …
Resolution Independent GPU Accelerated Curve & Font Rendering
.. we finally made good progress in completing the Android port including graph.
JOGL/JogAmp @ Red Square / Moscow (edited)
0:00 – 1:20 : Part 1 – Gears ES 2.0 @ Red Square @ Day
1:25 – 2:50 : Part 2 – All Demos @ Red Square @ Night
2:50 – 3:45 : Part 3 – Graph UI on Tablet & Phone
With the current rate post-processing antialiasing techniques...
// Oct 5, 2011 2:31:27 PM
With the current rate post-processing antialiasing techniques are invented my projection is that we will run out of four letter acronyms by the end of the year: MLAA, FXAA, SRAA, GPAA, NFAA (to name only a few). So I felt it was time to revisit the whole anti-aliasing problem and started with porting/evaluating FXAA. Looks promising, more to come ?










