#jogamp @ irc.freenode.net - 20130922 05:05:28 (UTC)
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20130922 12:54:34 <Eclesia> hi
20130922 12:54:41 <void256> lo :)
20130922 12:55:07 <Eclesia> xranby: thanks for the mail answer. :)
20130922 12:55:18 <Eclesia> hello void256
20130922 12:57:35 <void256> you know sgothel, I was thinking about your: "<sgothel> why lwjgl ?" as a response to my lwjgl-coregl-utils project a bit ;) and I think I'll add parallel JOGL support to it :) the idea for this project was to provide a couple of SIMPLE helper classes to make core profile a bit easier and remove some boiler plate code you have to write over and over again ... I don't see any reason why this...
20130922 12:57:37 <void256> ...shouldn't be used with JOGL as well :)
20130922 12:57:40 <void256> great! more work :D
20130922 12:57:41 <void256> ;)
20130922 13:17:54 <Eclesia> void256: what kind of helper classes ?
20130922 13:18:35 <void256> Eclesia: https://github.com/void256/lwjgl-coregl/tree/master/lwjgl-coregl-utils/src/main/java/de/lessvoid/coregl
20130922 13:18:41 <void256> these :)
20130922 13:19:59 <void256> it's just boler plate really - I don't want to remember all the gl calls to setup a FBO for instance and write them again all the time :)
20130922 13:20:03 <void256> *boiler
20130922 13:23:00 <Eclesia> I see. I have more or less similar stuffs in my project too
20130922 13:23:23 <void256> yeah, I guess everyone has :)
20130922 13:23:42 <Eclesia> problem is : the api ^^
20130922 13:23:59 <void256> it's always a thin line between "use some existing lib" and "do it yourself" ;)
20130922 13:23:59 <Eclesia> yours use lwjgl, mine are on jogl
20130922 13:24:02 <monsieur_max> i can confirm that
20130922 13:24:23 <void256> yeah, sven "kinda" complained about that ;D
20130922 13:24:42 <void256> that's why I'd like to add JOGL support to this
20130922 13:25:04 <void256> basically hide the actual GL calls (and your Java GL provider) behind my API =)
20130922 13:25:18 <void256> everone wins ;)
20130922 13:25:20 <void256> *y
20130922 13:25:21 <Eclesia> and what is your api license ?
20130922 13:25:47 <void256> probably the "make me rich when you use this stuff" license :>
20130922 13:26:06 <void256> nah, something like Free BSD I think - need to add that one day too
20130922 13:26:16 <void256> good point tho
20130922 13:27:26 <Eclesia> would you agree to have this api in public domain ?
20130922 13:28:05 <void256> whats the difference?
20130922 13:28:46 <void256> but yeah, I think so ... it's general enough
20130922 13:29:03 <Eclesia> no constraint of any kind. anyone can copy it without giving any credit. basicly it's copy/paste freedom ^^
20130922 13:29:40 <void256> yeah, would be ok :)
20130922 13:29:52 <void256> althout some credit is always a nice thing :P
20130922 13:30:23 <Eclesia> so you might be interested in this : http://unlicense.developpez.com
20130922 13:31:41 <Eclesia> that's a project where I write and collect everything I can find in public domain. It's getting useful now, with about 80K line of codes on about anything
20130922 13:32:01 <void256> and its one giant project? o_O
20130922 13:32:07 <void256> or just sharing the same namespace?
20130922 13:32:23 <Eclesia> just one.
20130922 13:32:57 <Eclesia> you can find the 3d format readers in it, rasterizer, widgets, checksums, compression, image readers...
20130922 13:33:05 <Eclesia> nothing perfect... but with time
20130922 13:33:18 <void256> how would one use that?
20130922 13:33:24 <void256> one giant jar?
20130922 13:33:26 <void256> o_O
20130922 13:33:41 <Eclesia> lol no. it's a maven project, with plenty of modules
20130922 13:34:01 <void256> and when I use one ... this one uses some others, some common ones and so on?
20130922 13:34:01 <Eclesia> you can just declare dependency on one or another module
20130922 13:34:24 <void256> and in the end I end up with all of the 80k loc in my code? =)
20130922 13:34:25 <Eclesia> void256: yes, but I try to keep dependencies to the minimum
20130922 13:34:57 <Eclesia> you never used maven before ?
20130922 13:35:02 <void256> O_O
20130922 13:35:10 <void256> I'm a maven fan ;D
20130922 13:35:23 <Eclesia> sorry ^^
20130922 13:36:11 <void256> it all boils down to being dependent on some "framework" more or less and I really don't want to learn lots of stuff (or even get transitive dependencies) when I just want to do one simple thing
20130922 13:36:28 <void256> that would be my small concern for your project
20130922 13:36:49 <void256> https://github.com/void256/lwjgl-coregl/blob/master/README.markdown
20130922 13:36:58 <Eclesia> I agree. the thing is I started this project because I have the same problem for images
20130922 13:37:08 <void256> yes
20130922 13:37:14 <void256> I understand the motivation :)
20130922 13:37:25 <void256> very well, actually ;)
20130922 13:37:55 <monsieur_max> Eclesia: reading you, this come to my mind : http://i.imgur.com/t0XHtgJ.gif
20130922 13:37:59 <Eclesia> I work on mapping applications, and there is no common api on JME/JRE/Android. so if I want the same code to run everywhere there is no other choice
20130922 13:38:44 <Eclesia> beside, this project does not have any dependencies other then JOGL, JOAL and JUnit
20130922 13:39:12 <Eclesia> (and jogl/joal are requiere only in one module)
20130922 13:39:15 <void256> ;)
20130922 13:39:22 <void256> what if I want to use it with lwjgl?
20130922 13:39:27 <void256> or with slick2d?
20130922 13:39:30 <void256> or with libgdx?
20130922 13:39:46 <Eclesia> that's where your idea come in ^^
20130922 13:39:52 <void256> I'm doomed more or less ;)
20130922 13:39:53 <void256> yeah
20130922 13:40:19 <void256> but that's not trivial stuff ;)
20130922 13:40:48 <void256> in Nifty it is fairly high abstracted - what I need from a adapter
20130922 13:41:12 <void256> you won't get away with a GL wrapper to jogl/lwjgl in cases where there is no gl
20130922 13:41:14 <void256> :)
20130922 13:41:31 <Eclesia> I have a 2D cpu rasterizer.
20130922 13:41:58 <void256> https://github.com/void256/nifty-gui/tree/1.4/nifty-core/src/main/java/de/lessvoid/nifty/spi/render
20130922 13:47:59 <Eclesia> already in the project but more advanced :
20130922 13:48:02 <Eclesia> image : https://bitbucket.org/Eclesia/unlicense/src/c87d7c97f3dfff08c6bb157378a1e27dcae128ca/api/api-image/src/main/java/un/storage/imagery?at=default
20130922 13:48:28 <Eclesia> font : https://bitbucket.org/Eclesia/unlicense/src/c87d7c97f3dfff08c6bb157378a1e27dcae128ca/api/api-display/src/main/java/un/engine/painter2d?at=default
20130922 13:51:05 <void256> import un.api.character.Chars;
20130922 13:51:07 <void256> import un.storage.imagery.color.ImageColorModel;
20130922 13:51:08 <void256> import un.storage.imagery.sample.ImageSampleModel;
20130922 13:51:10 <void256> import un.api.array.ByteBuffer;
20130922 13:51:11 <void256> import un.api.tree.TypedNode;
20130922 13:52:00 <void256> that's very quick forcing me to learn all of un.*
20130922 13:52:01 * Eclesia is rewriting everything ... :D
20130922 13:52:13 <void256> that's ok ;)
20130922 13:53:22 <void256> now if I could just use un.engine.painter2d.Painter2D without learning about everything else ... that would be great
20130922 13:53:28 <void256> (as an example)
20130922 13:54:54 <Eclesia> unfortunatly, all I could do is try to make the apis fluent and 'logic'
20130922 13:56:32 <Eclesia> well, now you know about the project. feel free to pick anything you like in it, or to contribute.
20130922 14:00:56 <Eclesia> void256: ohloh repo is not up to date : https://www.ohloh.net/p/nifty-gui/enlistments
20130922 14:19:23 <Eclesia> void256: still there ?
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20130922 15:40:41 <void256> I've not checked ohloh in years xD but thanks. will take a look :)
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20130922 20:54:32 <juank_prada> hi guys, does Jogl work on Android? if my app targeted the desktop is porting it to andorid using jogl straight forward or it does involve a lot of refactoring?
20130922 20:57:22 <rmk0> juank_prada: did you use NEWT?
20130922 20:57:42 <juank_prada> rmk0, yup I use NEWT
20130922 20:58:02 <rmk0> and GLAutoDrawable?
20130922 20:58:21 <juank_prada> yes
20130922 20:58:28 <rmk0> should be easy to port, then
20130922 20:59:10 <rmk0> http://jogamp.org/wiki/index.php/Maven_And_Android
20130922 20:59:22 <rmk0> is an example using maven, but the code is obviously the same if you don't use it
20130922 20:59:36 <juank_prada> great thanks
20130922 21:00:34 <rmk0> essentially, the GLAutoDrawable part is the portable bit
20130922 21:00:58 <rmk0> the desktop and android parts are just frontends that get things started
20130922 21:02:09 <rmk0> http://jogamp.org/git/?p=jogl-demos.git;a=blob;f=maven/jp4da/jp4da-desktop/src/main/java/com/io7m/examples/jp4da/DesktopExample.java
20130922 21:02:13 <rmk0> http://jogamp.org/git/?p=jogl-demos.git;a=blob;f=maven/jp4da/jp4da-android/src/main/java/com/io7m/examples/jp4da/MainActivity.java
20130922 21:02:16 <rmk0> those two
20130922 21:03:40 <juank_prada> awesome, thats what I was looking for
20130922 21:03:45 <juank_prada> thank you very much
20130922 21:03:49 <rmk0> no problem
20130922 21:04:00 <rmk0> hope everything still works... that code was written just before 2.0.2 came out
20130922 21:04:09 <rmk0> should work /o\
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