#jogamp @ irc.freenode.net - 20140814 05:05:28 (UTC)
20140814 05:05:28 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20140813050528.html
20140814 05:05:28 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20140814050528.html
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20140814 09:31:47 <xranby> monsieur_max: yes the point is that the eula contains "3.4 You agree that you will not take any actions that may cause or result in the fragmentation of Android" that you obviously cant agree with
20140814 09:33:36 <monsieur_max> xranby: so, basically, you can download without agreeing... right click on the link on the google page and paste the link in your browser
20140814 09:34:47 <monsieur_max> but well ... from a legal point of view, I have no idea if it's ok for you or not
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20140814 09:39:51 <xranby> sounds like the best is to build it yourself, or find a build that is not built by google
20140814 09:40:11 <xranby> since 3.4 removes the freedoms you got by the original freesoftware license
20140814 09:40:15 <xranby> if you build the android opensource project you still have the freedom to use it for any purpose and can change it as you wish
20140814 09:40:19 <xranby> google have on several occasions used this 3.4 clause to prevent people to extend android to support opencl on grounds that it causes "fragmentation"
20140814 09:41:13 <xranby> https://code.google.com/p/android/issues/detail?id=36361
20140814 09:41:44 <xranby> example is the comment #9
20140814 09:42:24 <xranby> this is how they run "their" project
20140814 09:47:34 <monsieur_max> ... oh ...
20140814 09:52:06 * Bloodshot (~Bloodshot@anon) has joined #jogamp
20140814 09:55:39 <Bloodshot> Hey, guys. Is there any way I can get the javadoc for JOGL to be similar or that of the OpenGL reference as opposed to "Entry point to C language function..."? Sorry if that's poorly worded.
20140814 09:57:16 <xranby> Bloodshot: welcome
20140814 09:58:04 <xranby> Bloodshot: please show example of A) the JOGL javadoc URL compared to B) the OpenGL reference
20140814 09:58:21 <xranby> that explain better to us what you mean
20140814 10:00:02 <Bloodshot> https://www.opengl.org/sdk/docs/man/html/glBindVertexArray.xhtml vs http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/javax/media/opengl/GL2ES3.html#glBindVertexArray(int)
20140814 10:00:43 <Bloodshot> The webpage on the jogamp javadoc links to the OpenGL reference, but that won't display inline in my IDE.
20140814 10:04:30 <xranby> Bloodshot: it can be improved by improving how gluegen generates the JOGL code
20140814 10:04:57 <Bloodshot> Is that something I could configure?
20140814 10:06:04 <xranby> sure, i think you need the opengl documentation in a computer parseable format so that you can easily find and copy the relevant sections into the generated code
20140814 10:07:41 <Bloodshot> I'd assume I'd be using the latest version; the documentation for GL 4.5
20140814 10:10:10 <Bloodshot> I have the manpages installed.
20140814 10:10:33 <Bloodshot> I guess it might be relevant that I'm running Debian (testing).
20140814 10:11:20 <xranby> try use the http://www.opengl.org/registry/#specfiles XML API Registry of Reserved Enumerants and Functions files
20140814 10:13:36 <xranby> ofc all depends on what files are most easy to work with
20140814 10:13:43 <xranby> to extract the information at compile time
20140814 10:14:58 <xranby> hmm .. never mind looks like the files xml files are poorly documented..
20140814 10:18:20 <xranby> (they contain the same information as the gl.h headers that we already have and parse)
20140814 10:23:31 <Bloodshot> The man pages (as here https://packages.debian.org/jessie/all/opengl-4-man-doc/filelist ) are easy to grab for each function, but the man page file format is not the nicest thing to parse
20140814 10:24:30 <xranby> Bloodshot: the configuration files to gluegen is located under jogl/make/config/jogl
20140814 10:24:30 <xranby> used to generate the jogl java code from the opengl c headerfiles
20140814 10:24:30 <xranby> this is one of the more complex gluegen setups we have
20140814 10:24:30 <xranby> you may want to start extend say opencl to have better documentation
20140814 10:24:31 <xranby> where the gluegen config is easier to dig into
20140814 10:25:27 <xranby> what is the manpages generated from?
20140814 10:26:11 <Bloodshot> I'm not sure, they're in the Debian repository.
20140814 10:28:20 <xranby> make/native-taglet.properties <- generated using -> createTagletProps.sh
20140814 10:30:53 <xranby> if you have the entire : https://www.opengl.org/sdk/docs/man4/html/glBeginConditionalRender.xhtml available at runtime then these documents are easy to parse
20140814 10:31:21 <xranby> you could then copy the <div id="description"> block into the generated code
20140814 10:32:55 <xranby> http://www.opengl.org/wiki/Getting_started/XML_Toolchain_and_Man_Pages
20140814 10:34:55 <Bloodshot> I guess I could use createTagletProps.sh as a base to download each of the xhtml files and grab the description block. Where would I put that?
20140814 10:35:04 <xranby> i would suggest.. if the man4 directory is available next to jogl then use it to improve the documentation
20140814 10:35:18 <xranby> and still allow builds without them
20140814 10:35:46 <xranby> jogl uses an ant based buildsystem
20140814 10:35:58 <Bloodshot> I saw that. I did build the javadoc.
20140814 10:36:51 <xranby> avoid making many network conenctions
20140814 10:36:51 <xranby> better write the code that it looks for the files on your local system
20140814 10:37:12 <xranby> svn co https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/docs/man4/ <- gets you all the xml files
20140814 10:38:20 <Bloodshot> Ah, okay. I copied https://cvs.khronos.org/svn/repos/ogl/trunk/doc/registry/public/api/ before, and it didn't contain any of the xml files. My mistake.
20140814 10:42:52 <Bloodshot> Okay, It's checked out now.
20140814 10:47:27 <xranby> make/createTagletProps.sh <- this file can obviously be improved by not hammering the webservers and instead using your checked out directory
20140814 10:47:36 <Bloodshot> Right.
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20140814 10:57:17 <Bloodshot> I'm not sure where to go from here, honestly. I have the XML files for each function, but the format for the description is not that of javadoc
20140814 10:58:54 <Bloodshot> I could write a script to strip the extra flags such as <citerefentry>, but then I'm not sure how to splice that with the javadoc I have, or build new javadoc such that it uses those descriptions
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20140814 11:06:49 <xranby> it looks like the same information is available in three forms 1) glVertexAttrib.xml 2) docbook4/glVertexAttrib.xml 3) docbook4/xhtml/glVertexAttrib.xml
20140814 11:07:43 <xranby> yes the task is to convert this information into javadoc format
20140814 11:08:05 <xranby> and then include the javadoc format into the generated code
20140814 11:08:39 <xranby> gouessej: hi!
20140814 11:08:59 <gouessej> hi
20140814 11:09:33 <gouessej> I'm disappointed by Google's decision about OpenCL
20140814 11:10:27 <gouessej> xranby: What's the plan for the doc? NEWT packages are missing
20140814 11:11:12 <xranby> gouessej: its a no issue as long as everyone say away from their EULA ;)
20140814 11:11:46 <xranby> gouessej: Bloodshot wants the java doc to contain the actual description instead of only a link
20140814 11:11:52 <gouessej> xranby: now I understand why it's important :)
20140814 11:12:54 <gouessej> I don't see GLWindow in the documentation :s
20140814 11:13:08 <xranby> ouch
20140814 11:15:30 <xranby> for all the opengl function names we at least have the raw data in from of xml files.. thus Bloodshot task is to write an xml -> pretty java comments -> that can be truned into -> pretty javadoc
20140814 11:17:30 <gouessej> xranby: how was the BOF?
20140814 11:18:00 <gouessej> xranby: Did anybody film it?
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20140814 11:20:41 <xranby1> gouessej: i was not attending siggraph this year.
20140814 11:20:44 <xranby1> slides are up
20140814 11:20:56 <xranby1> sven recoded the event
20140814 11:21:10 <gouessej> ok cool
20140814 11:21:30 <xranby1> http://jogamp.org/doc/siggraph2014/bof/jogamp-siggraph2014-bof.pdf
20140814 11:21:50 <xranby1> http://jogamp.org/doc/siggraph2014/
20140814 11:25:37 <gouessej> The slides about Java3D are nice :)
20140814 11:26:22 <gouessej> I have forgotten to mention JogAmp on the homepage of my main website :s
20140814 11:31:09 <gouessej> xranby, there are strange JARs in the archive ***-android-windows-** ??
20140814 11:31:46 <rmk0> hehe
20140814 11:33:07 <xranby1> Bloodshot: please stay around, how do you apply jogamp in your life?
20140814 11:33:08 <xranby1> (12:58:54) Bloodshot: I could write a script to strip the extra flags such as <citerefentry>, but then I'm not sure how to splice that with the javadoc I have, or build new javadoc such that it uses those descriptions <- the goal is to generate regular java comments
20140814 11:33:55 <rmk0> gouessej: http://jogamp.org/log/irc/jogamp_20140710050530.html#l87
20140814 11:34:44 <Bloodshot> How do I apply it in my life? Well, I'm most familiar with Java as a language and its default library, and I've recently started learning OpenGL and 3d graphics.
20140814 11:35:50 <gouessej> rmk0: thanks
20140814 11:40:20 * xranby1 (~xranby@anon) Quit (Ping timeout: 240 seconds)
20140814 11:47:28 <Bloodshot> Alright. Thanks for all your help. I'm going to think on the best way to automate the 'pretty javadoc', and I'm going to go to sleep now.
20140814 11:48:10 <Bloodshot> Ah, he timed out.
20140814 11:50:43 <monsieur_max> Bloodshot: no problem for him, channel is logged, he'll sse this
20140814 11:50:47 <monsieur_max> *see
20140814 11:51:12 <Bloodshot> Alright, thanks.
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20140814 11:56:49 <xranby> Bloodshot: for your knowledge gluegen$ gitk src/java/net/highteq/nativetaglet/NativeTaglet.java -> explains that the links to the opengl documentation was contributed in 2006 from cylab into gluegen source tree
20140814 11:57:41 <xranby> thus the original author is not around to ask how to best improve this part of the javadoc thus you will have to improvise
20140814 11:57:46 <gouessej> I didn't know that cylab contributed to JOGL
20140814 11:58:42 <xranby> ant uses this NativeTaglet class + the property file to decorate the code
20140814 11:58:43 <gouessej> You can still contact him on Java-gaming.org
20140814 12:09:58 <gouessej> xranby: I'm going to write a tutorial about JogAmp's Ardor3D Continuation soon and I don't know yet when I will release the version 1.0. When the tutorial is ready, please could you run at least one example on a machine supporting OpenGL-ES with an ARM CPU?
20140814 12:10:23 <xranby> does it work with newt?
20140814 12:10:30 <xranby> i can test ofc
20140814 12:11:25 <xranby> i have three test setups -> 1. a regular gnu/linux box that support X11 + opengl es 2
20140814 12:11:39 <xranby> 2. a raspberry pi that support newt + opengl es 2
20140814 12:11:53 <xranby> 3. android devices that support newt + opengl es 2
20140814 12:12:12 <gouessej> yes it works with NEWT
20140814 12:12:16 <xranby> woho
20140814 12:12:44 <gouessej> The first setup should work
20140814 12:12:52 <xranby> then i will try your "minecraft" ardor 3d block game :D
20140814 12:13:30 <gouessej> I just modified the code in order to use JogAmp's Ardor3D Continuation instead of the "legacy" Ardor3D
20140814 12:13:39 <xranby> i keep you informed.. is there prebuilt binarys to test with?
20140814 12:13:49 <gouessej> yes
20140814 12:14:17 <gouessej> http://jogamp.org/deployment/ardor3d/ I'll update it in a few hours to allow you to benefit of the latest fixes
20140814 12:14:34 <xranby> ok what do you want me to test (command line argument)
20140814 12:15:56 <gouessej> Maybe it would be easier to run a rudimentary example already bundled with the engine
20140814 12:16:04 <gouessej> in ardor3d-examples
20140814 12:16:56 <xranby> yes.. i will try prepare a "test" script that a) download the jars and b) run them
20140814 12:17:02 <xranby> for quick testing on various devices
20140814 12:17:39 <gouessej> I'm silly, I have forgotten to commit a pure NEWT example: https://github.com/gouessej/Ardor3D/tree/master/ardor3d-examples/src/main/java/com/ardor3d/example/canvas
20140814 12:18:42 <gouessej> I assume that you have some AWT support with your first setup
20140814 12:18:59 <gouessej> If so, you can use https://github.com/gouessej/Ardor3D/blob/master/ardor3d-examples/src/main/java/com/ardor3d/example/canvas/JoglNewtAwtExample.java
20140814 12:19:41 <gouessej> You can look at the FAQ here: http://jogamp.org/wiki/index.php/Ardor3D_FAQ
20140814 12:20:16 <gouessej> Just put all JARs into the classpath, don't forget Guava. I have to update them all today.
20140814 12:20:44 <xranby> https://gist.github.com/xranby/04a30c83dcab9d784d82
20140814 12:20:50 <gouessej> You can run the example runner too: https://github.com/gouessej/Ardor3D/blob/master/ardor3d-examples/src/main/java/com/ardor3d/example/ExampleRunner.java
20140814 12:21:23 <gouessej> Your script seems to be correct but I have switch to Guava 17.0 on the trunk
20140814 12:21:28 <gouessej> "switched"
20140814 12:22:36 <xranby> ok i will update the script when http://jogamp.org/deployment/ardor3d/ contains guava 17.0
20140814 12:23:06 <gouessej> I will update all JARs when I'm back home
20140814 12:23:07 <xranby> will try make it as easy to run on the various test systems
20140814 12:23:09 <xranby> great
20140814 12:23:36 <gouessej> it shouldn't be difficult to run, there are just some JARs
20140814 12:23:41 <gouessej> nothing fancy
20140814 12:24:14 <xranby> the hardest part is to construct the java command line arguments ;)
20140814 12:24:34 <gouessej> "-cp" is your fiend
20140814 12:24:40 <gouessej> "friend"
20140814 12:25:08 <xranby> hehe.. if you have a complete commandline to use i would be most happy
20140814 12:25:17 <xranby> maybe you use eclipse run magicc
20140814 12:26:00 <gouessej> yes I use Eclipse but sometimes I use the command line when my IDE doesn't do exactly what I want
20140814 12:26:16 <gouessej> I still use Ant for TUER
20140814 12:28:12 <gouessej> xranby: Do you think that my attempts to go away from Java Webstart might be interesting for other JogAmp users? I already have something working for Mac (soon for GNU Linux too).
20140814 12:28:45 <xranby> gouessej: yes, good deployment is crucial in the long run
20140814 12:29:31 <xranby> the landscape have shifted quite a lot in favour to the "appstore" distribution model.. on good and bad (easy to ge tlocked into a walled garden)
20140814 12:30:20 <xranby> and then we have the walled API situation.. like you highlighed with mozilla and their DRM
20140814 12:30:58 <gouessej> I can create an .app file under GNU Linux
20140814 12:31:03 <gouessej> without buying a Mac
20140814 12:31:05 <gouessej> :)
20140814 12:31:26 <gouessej> I can even create an .icns file without a Mac :)
20140814 12:31:29 <rmk0> need an open tool to create .icns f..f.f..f...
20140814 12:31:35 <rmk0> *ahem*
20140814 12:31:40 <gouessej> Apache Imaging Commons
20140814 12:31:40 <rmk0> gouessej: how's that?
20140814 12:31:43 <rmk0> arhar!
20140814 12:31:44 <gouessej> use my ant task
20140814 12:32:03 <rmk0> i don't use ant here, but i'll see how it works
20140814 12:32:38 <gouessej> ok I'm lookning for the link.....
20140814 12:32:41 <gouessej> "looking"
20140814 12:33:19 <gouessej> rmk0: https://issues.apache.org/jira/browse/IMAGING-138
20140814 12:33:24 <rmk0> thanks
20140814 12:33:26 * rmk0 eyes it
20140814 12:33:46 <gouessej> rmk0: https://github.com/gouessej/commons-imaging
20140814 12:34:12 <gouessej> rmk0: https://github.com/gouessej/commons-imaging/blob/trunk/src/main/java/org/apache/commons/imaging/ImageConverter.java
20140814 12:35:40 <gouessej> xranby: Do you like the image I made to designate Mac? http://tuer.sourceforge.net/play.php?lang=en
20140814 12:35:53 <gouessej> it was really fun to draw
20140814 12:36:06 <rmk0> hehe
20140814 12:36:44 <gouessej> I use Packr but I rewrote it with Ant. I can still use the both implementations
20140814 12:37:03 <gouessej> https://github.com/libgdx/packr
20140814 12:38:15 <gouessej> I could use a script instead of an executable but there is probably a reason why Mario didn't do that
20140814 12:38:28 <gouessej> in the launcher
20140814 12:44:23 <rmk0> it's been a long time since i've had to deal with OS X bundles
20140814 12:44:39 <rmk0> i wrote a little set of C libraries over a decade ago to make the whole thing less painful
20140814 12:44:57 <rmk0> in the process, discovered that you could hide setuid root executables inside bundles, and the system would blindly execute them
20140814 12:45:04 <rmk0> they fixed it years later
20140814 12:45:39 <xranby> gouessej: there is something odd with the mouth of the logo :) but i assume it has something to do with something has to be done to avoid trademark violations
20140814 12:46:26 <monsieur_max> gouessej: Pakr seems good, I was thinking about using launch4j for the same task, did you test it ?
20140814 12:46:59 <gouessej> I will try to create a MSI package instead of an executable
20140814 12:47:08 <gouessej> I use Packr only under Mac
20140814 12:47:42 <gouessej> Maybe I'll keep the native launcher except for GNU Linux
20140814 12:48:31 <xranby> gouessej: my 6 y old daughter can launch jar files using the command line.. the next generation is awesome
20140814 12:48:38 <gouessej> xranby: I did it for fun
20140814 12:48:49 <gouessej> xranby: :)
20140814 12:49:18 <xranby> we simply have to ignore the point and click on icons using the thumb generation
20140814 12:49:25 <gouessej> When you do so or by double-clicking, you can only use the default parameters of the VM :s
20140814 12:49:30 <xranby> and embrace the raspbeery pi generation
20140814 12:50:15 <xranby> i was amazed when i noticed that kids operate touch screens using their thumbs
20140814 12:50:25 <xranby> because they was raised using phones
20140814 12:50:56 <xranby> so when i grow old people will point thums at each others
20140814 12:51:49 <gouessej> it's a bit strange
20140814 12:51:52 <xranby> (the rasperry pi generation know how to use keyboards and all fingers
20140814 12:52:28 <xranby> education is strange indeed :)
20140814 12:56:28 <gouessej> monsieur_max: do you really want to make an executable from your application?
20140814 12:56:58 <monsieur_max> well, i think so
20140814 12:59:18 <gouessej> but it seems to create a separate executable, not a single file with everything in it
20140814 13:01:18 <xranby> monsieur_max: do you plan to try use avian or some new feature of openjdk 9 ?
20140814 13:01:25 <gouessej> monsieur_max: launch4j doesn't create 64 bits executables unlike Packr
20140814 13:01:32 <gouessej> but it has a lot more features
20140814 13:02:05 <xranby> monsieur_max: robovm can also be used afaik to generate code ahead of time into an executable
20140814 13:02:36 <xranby> then you have a minimal jvm + your classes inside an executable
20140814 13:02:58 <xranby> some game developers have chosen to shop openjdk with their games
20140814 13:03:01 <xranby> ship
20140814 13:03:09 <xranby> when they deploy using application stores
20140814 13:03:15 <xranby> to make sure the runtime is present
20140814 13:03:33 <gouessej> This is what I do for the Mac .app zipped file
20140814 13:04:07 <gouessej> I use OpenJDK 1.7 update 60
20140814 13:04:09 <xranby> gouessej: are all ardor3d examples suppored to work using opengl es 2?
20140814 13:04:35 <xranby> my question is if this example will be enough to test java -cp ardor3d-examples-1.0-SNAPSHOT.jar:ardor3d-core-1.0-SNAPSHOT.jar:guava-14.0.1.jar:ardor3d-jogl-1.0-SNAPSHOT.jar:ardor3d-savable-1.0-SNAPSHOT.jar:ardor3d-math-1.0-SNAPSHOT.jar:jogamp-all-platforms/jar/jogl-all.jar:jogamp-all-platforms/jar/gluegen-rt.jar:ardor3d-awt-1.0-SNAPSHOT.jar com.ardor3d.example.basic.JoglBasicExample
20140814 13:04:37 <gouessej> xranby: probably not, that's why I suggested you to try some simple ones
20140814 13:04:45 <xranby> it shows a spinning cube on my desktop
20140814 13:04:52 <gouessej> cool :)
20140814 13:05:43 <gouessej> yes it's enough. I will be happy if it doesn't crash
20140814 13:05:56 <gouessej> I have never tested the OpenGL-ES code path
20140814 13:06:04 <gouessej> Only one person confirmed it works
20140814 13:07:32 <monsieur_max> gouessej: seems like packr is limited to 32bits on windows
20140814 13:07:41 <monsieur_max> but well, that's not really an issue
20140814 13:08:28 <monsieur_max> xranby: "some game developers have chosen to shop openjdk with their games" < that's what i was thinking about
20140814 13:09:13 <gouessej> monsieur_max: https://github.com/alexkasko/openjdk-unofficial-builds
20140814 13:09:17 <monsieur_max> basically just packing a jvm, and having an executable
20140814 13:09:49 <gouessej> Both Packr and launch4j support Ant, it should be easy to give them a try
20140814 13:10:28 <xranby> monsieur_max: java 8 have build options to produce a minimal footprint jre
20140814 13:10:48 <xranby> monsieur_max: you then get a jvm without the swing classes around 10mb
20140814 13:10:55 <monsieur_max> xranby: yes, that was a most expected feature from me
20140814 13:11:10 <gouessej> there is a better option with the JEP about "Small VM"
20140814 13:11:20 <gouessej> 3 MB
20140814 13:11:26 <xranby> cool
20140814 13:11:34 <monsieur_max> gouessej: yep, i was not aware of Packr so i chose launch4j , i'll share my experience
20140814 13:11:39 <xranby> yes.. we are getting there
20140814 13:11:43 <gouessej> http://openjdk.java.net/jeps/148
20140814 13:12:00 <gouessej> Launch4j is more complete for sure
20140814 13:12:17 <gouessej> You can even dynamically compute the initial and maximum heap size with it
20140814 13:13:07 <gouessej> Packr is easier to fix, more maintainable
20140814 13:13:26 <gouessej> but it can't use the system JVM
20140814 13:13:48 <xranby> gouessej: the java heap arguments are now depricated :)
20140814 13:14:46 <monsieur_max> did not know about Small Vm JEP
20140814 13:14:51 <monsieur_max> interecting
20140814 13:14:56 <gouessej> xranby: Really? but I don't want to ask for tons of memory when I can run my game with only tens of MB
20140814 13:14:57 <monsieur_max> *interesting
20140814 13:16:52 <xranby> the permanent generation is removed for sure...
20140814 13:17:15 <xranby> hmm.. let me recheck if the heap arguments are .. really gone
20140814 13:17:21 <xranby> i may be wrong
20140814 13:21:44 <gouessej> xmx and xms aren't deprecated as far as I know
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20140814 13:29:10 <xranby> monsieur_max: looking forward to when your deployment testing starts
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20140814 13:30:08 <monsieur_max> xranby: :) yeah, same for me, because it'll be one of the last tasks of game dev :)
20140814 13:30:46 <xranby> try do it early, in order to actually test what you ship
20140814 13:31:26 <xranby> allows easy deployment and update if it is integrated in the build process
20140814 13:32:04 <monsieur_max> yeah, i plan to do it before the beta phase
20140814 13:32:25 <xranby> example android deployment can be tricky if you do it by hand and easy if you use maven and the android package plugins
20140814 13:32:38 <monsieur_max> but for now, the game is far from being finishd, so, it's a bit early
20140814 13:32:49 <monsieur_max> well, for now, no android, no maven :)
20140814 13:33:02 <monsieur_max> we skipped the android platform, not interesting for us
20140814 13:33:08 <xranby> oh, interesting
20140814 13:33:23 <xranby> do you target occulus vr? :)
20140814 13:33:26 <monsieur_max> haha :)
20140814 13:33:42 <xranby> will make you scared for sure :)
20140814 13:35:36 <monsieur_max> well, unfortunately , the game is true 2D, so, we can't even play with depth for VR
20140814 13:36:14 <monsieur_max> 3D makes garage game dev much harder
20140814 13:36:29 <monsieur_max> we stick to 2D, easier to produce assets and code ;)
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20140814 18:37:37 <gouessej> It's time to update JogAmp's Ardor3D Continuation
20140814 19:24:35 <gouessej> xranby: All JARs are up to date
20140814 19:25:00 <gouessej> I've just updated guava 17.0 too
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20140815 05:05:29 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20140815050529.html