#jogamp @ irc.freenode.net - 20150417 05:05:32 (UTC)


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20150417 05:05:48 * badshah400 (~badshah40@anon) has joined #jogamp
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20150417 06:23:18 * badshah400 (~badshah40@anon) has joined #jogamp
20150417 06:30:09 * elect (~elect@anon) has joined #jogamp
20150417 06:31:56 <elect> hi
20150417 06:42:27 <elect> anyone there
20150417 06:43:23 <elect> houston, we have a problem
20150417 06:57:30 * gouessej (5ee4b442@anon) has joined #jogamp
20150417 06:57:33 <gouessej> Hi
20150417 06:57:47 <gouessej> elect: What's wrong?
20150417 06:58:10 <elect> salut gouessej
20150417 06:58:58 <elect> ah, I saw your reply
20150417 06:59:01 <elect> thanks!
20150417 06:59:23 <gouessej> elect: Were you talking about the fork of JMonkeyEngine?
20150417 06:59:29 <elect> ah no
20150417 06:59:31 <elect> about this
20150417 06:59:35 <elect> http://forum.jogamp.org/Updating-glext-h-confuses-gluegen-with-function-pointer-GLDEBUGPROCARB-td4028327.html
20150417 06:59:42 <elect> anyway, I tried once to build jogl
20150417 06:59:56 <elect> I gave up coz I had so much troubles
20150417 07:00:31 <elect> so anyway, next time I want to see if something is supported, better check here, http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/opengl/GL4.html, right?
20150417 07:00:37 <gouessej> which troubles? If you follow the instructions, it just works.
20150417 07:00:50 <elect> no, it is not that easy
20150417 07:00:55 <gouessej> Yes, look at the Javadoc
20150417 07:01:06 <elect> I tried, I spent like a day or so
20150417 07:01:16 <gouessej> I find it very easy compared to the building system of JOGL 1
20150417 07:01:34 <elect> I dont wanna image then how was the jogl1 :D
20150417 07:01:39 <gouessej> I only spend a few minutes to make it work, both under GNU Linux and Microsoft Windows
20150417 07:02:33 <elect> but you master
20150417 07:02:34 <elect> im nub
20150417 07:02:42 <gouessej> I had a few problems under Windows once because I had downloaded the wrong version of MinGW
20150417 07:02:56 <elect> anyway that's not a big deal as far as there are builds around
20150417 07:03:00 <elect> and you dont hide them ^^
20150417 07:03:46 <gouessej> I know that you're not a big fan of Maven but it drives JogAmp's Ardor3D Continuation (and Java3D) very simple to build
20150417 07:03:52 <gouessej> mvn package
20150417 07:03:56 <gouessej> simple :)
20150417 07:04:23 <elect> which is the main advantage of maven?
20150417 07:04:40 <elect> I find it very counter-intuitive
20150417 07:05:27 <gouessej> As long as you respect the conventions, it simplifies a lot the build, it helps to avoid storing the dependencies in the project
20150417 07:05:45 <gouessej> It allows to do a lot with a very little code
20150417 07:06:05 <gouessej> It helps to have an IDE agnostic building
20150417 07:06:09 <elect> I find this useless for project that requires few dependencies
20150417 07:06:40 <gouessej> yes, it's a bit overkill but when simple projects use it, it helps more complicated projects to use it too
20150417 07:07:33 <gouessej> If JOGL used Maven, you could probably build it ;)
20150417 07:07:39 <elect> ^^
20150417 07:08:30 <gouessej> zubzub: We should probably write something about fat JARs and Maven in our wiki
20150417 07:08:38 <elect> btw, what do you think about nifty gui?
20150417 07:09:17 <gouessej> I contributed to this library
20150417 07:09:36 <gouessej> It is very good to write custom widgets
20150417 07:09:44 <gouessej> typically for games
20150417 07:10:07 <elect> are there other alternatives to build menus?
20150417 07:10:35 <gouessej> LibGDX Scene 2D, JogAmp's Ardor3D Continuation UI
20150417 07:10:54 <gouessej> There is the build-in JOGL scenegraph API
20150417 07:10:57 <elect> do you have any preference?
20150417 07:11:23 <gouessej> Each API has its pros and cons, it depends on what you want to do
20150417 07:11:40 <elect> I want to port the Nvidia samples to jogl
20150417 07:11:44 <elect> menus included
20150417 07:11:44 <gouessej> I wouldn't use NiftyGUI for a scientific application
20150417 07:12:01 <gouessej> Maybe it has already been ported
20150417 07:12:10 <elect> where?
20150417 07:12:13 <elect> I didnt find anything
20150417 07:12:25 <gouessej> What are your needs?
20150417 07:13:40 <elect> something like this http://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/images/blendedaa-screenshot_thumb_700_0.png
20150417 07:14:10 <gouessej> It's doable with Swing and NiftyGUI for sure
20150417 07:14:36 <gouessej> I did something similar in 2010
20150417 07:15:07 <elect> can you achieve blending between swing and jogl?
20150417 07:15:18 <gouessej> Yes
20150417 07:15:30 <elect> cool, any example?
20150417 07:15:32 <gouessej> I used a transparent JPanel
20150417 07:15:42 <elect> and it works flawness?
20150417 07:15:54 <gouessej> yes, with at least Java 1.7
20150417 07:16:02 <gouessej> even the rounded edges
20150417 07:16:32 <gouessej> I used a JInternalFrame
20150417 07:16:43 <elect> can I see your example?
20150417 07:16:57 <elect> is it somewhere available to read?
20150417 07:17:08 <gouessej> It's proprietary but I can send you a screen capture and explain to you how to do that
20150417 07:17:26 <elect> that'd be great
20150417 07:18:03 <gouessej> I had two code paths, one with JOGL and Swing, another one with JOGL and NiftyGUI
20150417 07:18:45 <gouessej> It's not difficult. In the worst case, perform your JOGL rendering in a GLJPanel.
20150417 07:19:24 <elect> which is the lightest in term of perfomances?
20150417 07:19:24 <gouessej> You can make a JInternalFrame with a JPanel, call setOpaque(false) on all components in the container
20150417 07:19:52 <elect> because I think Nifty is using still the old GL to render
20150417 07:20:05 <elect> glBegin/End
20150417 07:20:08 <gouessej> GLCanvas is faster than GLJPanel but you don't see a big difference on modern machines except on the memory footprint
20150417 07:21:13 <gouessej> NiftyGUI has several backends, I remember that it used glBegin/glEnd several years ago but things have changed
20150417 07:21:41 <gouessej> If you really want to stick to GLCanvas or GLWindow, rather use NiftyGUI
20150417 07:22:34 <elect> and newt?
20150417 07:22:45 <elect> is better than glcanvas, isnt?
20150417 07:23:03 <gouessej> yes
20150417 07:23:26 <gouessej> potentially faster and more cross platform
20150417 07:25:55 <gouessej> NiftyGUI 1.4 no longer uses immediate mode (glBeing/glEnd)
20150417 07:25:59 <gouessej> glBegin
20150417 07:26:06 <gouessej> https://github.com/void256/nifty-gui/tree/1.4/nifty-renderer-jogl/src/main/java/de/lessvoid/nifty/renderer/jogl/render
20150417 07:26:54 <elect> so basically he renders offscreen to texture
20150417 07:26:59 <elect> and then map the texture back
20150417 07:27:02 <elect> on the screen?
20150417 07:28:42 <elect> https://github.com/void256/nifty-gui/blob/1.4/nifty-renderer-jogl/src/main/java/de/lessvoid/nifty/renderer/jogl/render/JoglRenderDevice.java#L233-238
20150417 07:28:45 <gouessej> I think that it can do it but it's possible to render directly
20150417 07:30:12 <gouessej> oops, it hasn't been fixed, I have to talk about that to Brian
20150417 07:31:58 <gouessej> Do you plan to create very elaborated GUIs?
20150417 07:32:13 <elect> no
20150417 07:32:20 <elect> keep simplest as possible
20150417 07:35:16 <elect> some radio bottons and bars
20150417 07:35:20 <gouessej> NiftyGUI is enough in this case
20150417 07:35:28 <elect> transparent and hideble on command
20150417 07:35:29 <gouessej> Even Swing is enough
20150417 07:36:01 <elect> perfect
20150417 07:36:43 <gouessej> Why did you ask if ardor3d is still active?
20150417 07:36:50 <gouessej> Renanse stopped the project
20150417 07:36:59 <gouessej> The forum disappeared
20150417 07:37:19 <elect> because I wanted to know what happened
20150417 07:37:23 <gouessej> http://blog.renanse.com/2014/03/winding-down.html
20150417 07:37:36 <elect> I didnt follow the thing at that time
20150417 07:37:50 <gouessej> It's crystal clear, Ardor3D is dead, JogAmp's Ardor3D Continuation is alive
20150417 07:37:59 <elect> and now I keep reading here and there just some small traces without knowing the whole background
20150417 07:38:20 <gouessej> https://gouessej.wordpress.com/2014/11/22/ardor3d-est-mort-vive-jogamps-ardor3d-continuation-ardor3d-is-dead-long-life-to-jogamps-ardor3d-continuation/
20150417 07:39:51 <gouessej> Anyway, you wrote that you don't use Ardor3D
20150417 07:40:09 <elect> exactly
20150417 07:40:16 <elect> no
20150417 07:40:31 <elect> but I dont use any engine
20150417 07:41:15 <gouessej> Actually, you probably use what is or will become your own engine
20150417 07:41:26 <elect> yep, lets say like that
20150417 07:41:43 <elect> even if I think is too much calling itself engine :D
20150417 07:41:51 <elect> anyway
20150417 07:42:17 <elect> I hate seeing that devs efforts get divided on different projects
20150417 07:42:18 <gouessej> If it satisfies your need, you don't have to complain :)
20150417 07:42:31 <elect> lets say is good coz u learn A LOT
20150417 07:42:33 <gouessej> me too
20150417 07:42:55 <elect> that's why I was surprise when I read ardor was a fork of jkmonkey
20150417 07:43:09 <elect> its such a waste
20150417 07:43:10 <gouessej> now I see what you mean
20150417 07:43:31 <elect> and then he went and did the goo engine
20150417 07:43:33 <elect> so now we have
20150417 07:43:42 <elect> jkmonkey, ardor continuation and goo
20150417 07:43:46 <gouessej> yes and the JMonkeyEngine team isn't interested in merging JogAmp's Ardor3D Continuation with JMonkeyEngine
20150417 07:43:56 <gouessej> Goo Engine isn't written in Java
20150417 07:44:00 <elect> while out there the Unreal engine is now for free
20150417 07:44:12 <gouessej> free of charge only under some conditions
20150417 07:44:16 <elect> yess
20150417 07:44:17 <gouessej> it's not open source
20150417 07:44:23 <elect> but still will conquer a lot of new devs
20150417 07:44:37 <gouessej> I don't want to conquer anything, I just do my job
20150417 07:44:43 <elect> yeah yeah
20150417 07:44:56 <elect> but it is nice to see if what you do get appreciated and used by others
20150417 07:45:29 <gouessej> Yes but I don't need a fan club
20150417 07:45:36 <elect> :D
20150417 07:45:43 <elect> anyway, why the jkmonkey team isnt interested in merging?
20150417 07:45:49 <gouessej> If I wanted much exposure, I wouldn't participate to such projects
20150417 07:46:17 <gouessej> They aren't even though JogAmp's Ardor3D Continuation has a better support of Collada
20150417 07:46:28 <elect> I see it like a purpouse, I write open source for community, if no1 will use it, it is a pity
20150417 07:46:56 <gouessej> About tens of developers use JogAmp's Ardor3D Continuation
20150417 07:47:00 <elect> but isnt ardor and jkmonkey two engines?
20150417 07:47:17 <elect> I mean, they aim to the same things
20150417 07:47:22 <elect> or?
20150417 07:47:41 <gouessej> JMonkeyEngine is rather a full GDK, it's more than an engine
20150417 07:48:06 <gouessej> It's mainly focused on games even though it can be used with other kinds of applications
20150417 07:48:54 <gouessej> Actually, JogAmp's Ardor3D Continuation is better for applications with multiple windows
20150417 07:49:23 <gouessej> Renanse did a good job and I have done my best to maintain the engine
20150417 07:50:16 <gouessej> Eclesia's library is promising too
20150417 07:50:36 <gouessej> I think about that as you'd like to create some UIs
20150417 07:50:44 <gouessej> It's a solution to consider
20150417 07:52:27 <elect> I cant find a website
20150417 07:52:34 <elect> for it
20150417 08:02:32 <gouessej> :s
20150417 08:03:04 <gouessej> http://unlicense.developpez.com
20150417 08:04:14 * badshah400 (~badshah40@anon) Quit (Quit: badshah400)
20150417 08:09:58 <elect> but that is what another user linked me yesterday
20150417 08:11:37 <gouessej> yes but what more do you expect?
20150417 08:13:08 <gouessej> http://unlicense.developpez.com/gallery/2D_widgets_l.png :)
20150417 08:13:39 <zubzub> I expect somebody to do it for me!
20150417 08:13:40 <zubzub> :p
20150417 08:14:29 <gouessej> Ok but I would be glad to know whether you succeed in using Maven Assembly Descriptor
20150417 08:14:32 <gouessej> Wait...
20150417 08:14:55 <gouessej> It should help: https://jogamp.org/bugzilla/show_bug.cgi?id=1145
20150417 08:15:56 <gouessej> It would eliminate the need of tinkering the build tool/system to respect the layout
20150417 08:18:01 <elect> I didnt get it
20150417 08:18:17 <elect> so it offers also gui widget
20150417 08:18:19 <gouessej> I don't exactly know how to use this Maven plugin to respect the layout of the native libraries: https://maven.apache.org/plugins/maven-assembly-plugin/assembly.html
20150417 08:18:23 <elect> it is not just an engine
20150417 08:18:41 <gouessej> Many engines provide an UI library
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20150417 08:20:12 <elect> we didnt make him feel confortable
20150417 08:20:18 <elect> its a shame
20150417 08:20:24 <gouessej> lol
20150417 08:20:27 <elect> ^^
20150417 08:22:21 <gouessej> JMonkeyEngine supports several UI libraries including NiftyGUI. LibGDX supports Scene2D. Unlicense has its own UI library, JogAmp's Ardor3D Continuation too.
20150417 08:24:20 <gouessej> Personally, as you don't use an engine and as you want to make something very simple, Swing (or OpenJFX/JavaFX) should be enough
20150417 08:32:20 * gouessej (5ee4b442@anon) Quit (Quit: Page closed)
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20150417 09:42:39 <zubzub> how *are* you supposed to package jogl in a fat jar?
20150417 09:42:47 <zubzub> are the native libs supposed to be in the root of your jar?
20150417 09:42:58 <zubzub> cause it be segfaulting for me yo :)
20150417 09:44:35 <zubzub> ah
20150417 09:49:02 <zubzub> ok got it to work
20150417 09:49:02 <zubzub> few
20150417 10:01:18 <zubzub> any plans on getting jogl support for armv7?
20150417 10:02:56 <zubzub> (in maven)
20150417 10:18:48 * elect_ (~elect@anon) has joined #jogamp
20150417 10:19:39 <monsieur_max> hi friends :)
20150417 11:04:08 <zubzub> hello my friend
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20150417 11:22:46 * elect_ (~elect@anon) Quit (Ping timeout: 255 seconds)
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20150417 11:48:27 <gouessej> zubzub: Have you looked at this? http://jogamp.org/wiki/index.php/JogAmp_JAR_File_Handling#Usage
20150417 11:48:44 <gouessej> Xerxes and me already talked about that numerous times
20150417 11:49:22 <elect> @gouessej, I think also too, Swing is enough
20150417 11:49:36 <elect> hi monsieur
20150417 11:49:47 <gouessej> elect: yes, keep it simple
20150417 11:51:16 <gouessej> zubzub: You can look at my fat JARs if you really need to understand what you should obtain: http://tuer.sourceforge.net/en/play/
20150417 11:52:28 <gouessej> zubzub: You wouldn't have to take care of the layout by yourself with the big fat JogAmp JAR but it would provide JOCL too (useless yet in my case)
20150417 11:53:02 <gouessej> zubzub: You would just merge all JARs together but you would still have to handle the collisions
20150417 11:53:27 <gouessej> zubzub: i.e several files with the same names but coming from several JARs
20150417 12:01:30 * eclesia (~husky@anon) has joined #jogamp
20150417 12:02:32 <eclesia> hi
20150417 12:08:13 <gouessej> eclesia: hi
20150417 12:08:39 <eclesia> gouessej: hi, you are not in ghost mode today ? :)
20150417 12:09:00 <gouessej> eclesia: Not for a long time...
20150417 12:09:54 <gouessej> eclesia: Which kind of culling does your library support?
20150417 12:10:17 <eclesia> for meshes ? front,back or none
20150417 12:10:37 <gouessej> occlusion culling? portal culling?
20150417 12:11:15 <gouessej> http://www.visualizationlibrary.org/documentation/pag_guide_portals.html
20150417 12:12:08 <eclesia> ha I see, scene decimation before rendering
20150417 12:12:16 <eclesia> nothing done yet
20150417 12:14:30 <gouessej> I'd like to drive my early crappy implementation of portal culling (for JMonkeyEngine 2) much more general (for JogAmp's Ardor3D Continuation)
20150417 12:15:16 <gouessej> eclesia: Actually, your engine already supports view frustum culling, doesn't it?
20150417 12:16:01 <gouessej> eclesia: I assume that you don't send the meshes completely outside of the view frustum to the GPU(s)
20150417 12:16:36 <eclesia> gouessej: for now I do. :/
20150417 12:17:12 <gouessej> eclesia: oh :/
20150417 12:17:44 <gouessej> eclesia: I see "Camera frustrum view"
20150417 12:18:02 <gouessej> eclesia: Maybe it wouldn't be difficult to implement
20150417 12:18:28 <eclesia> many things are not difficult, it's just the time to do it ^^
20150417 12:20:34 <elect> cool, so basically you render the room only if you render the portal?
20150417 12:20:49 <gouessej> eclesia: I mean that the test to determine whether a box is in a frustum is already implemented as you mention "Camera frustum view"
20150417 12:20:51 <elect> how you detect if you rendered? With passed_samples query?
20150417 12:21:11 <elect> *if you need to render*
20150417 12:21:50 <gouessej> elect: http://sourceforge.net/p/tuer/tickets/38/
20150417 12:23:10 <gouessej> You use each portal that intersects with one of the sub-frusta to determine whether you render the other cell to which the portal is connected
20150417 12:23:38 <gouessej> I don't use occlusion queries yet
20150417 12:24:57 <gouessej> The portal you use to go to another cell is used to compute another sub-frustum
20150417 12:25:34 <elect> I also heard about conditional rendering
20150417 12:25:43 <elect> I dont know if it may be useful here
20150417 12:26:31 <zubzub> 13:48 < gouessej> zubzub: Have you looked at this? http://jogamp.org/wiki/index.php/JogAmp_JAR_File_Handling#Usage
20150417 12:26:34 <zubzub> yes
20150417 12:27:05 <zubzub> I have to put the so file explicitly in the natives/os-arch file or it segfaults
20150417 12:27:16 <zubzub> I can put it in the root as well
20150417 12:27:18 <zubzub> it will find it
20150417 12:27:22 <zubzub> but it will segfault
20150417 12:27:54 <zubzub> either way, it works now
20150417 12:32:07 <gouessej> elect: It's useful in my case, for my first person shooter.
20150417 12:32:58 <gouessej> zubzub: Don't put it into the root, it's not cross platform, it's not very good even to support a single OS but 2 "bitnesses"
20150417 12:34:20 <elect> are you still working on tuer?
20150417 12:34:33 <elect> what are you doing at the moment?
20150417 12:34:56 <elect> I played it once, it was cool D:
20150417 12:34:57 <elect> :D
20150417 12:38:40 <zubzub> 14:32 < gouessej> zubzub: Don't put it into the root, it's not cross platform, it's not very good even to support a single OS but 2 "bitnesses"
20150417 12:39:07 <zubzub> well, you only explecitly support only a single os with a single arch on a single butness and you include only a single so file
20150417 12:39:12 <zubzub> then it should work :0
20150417 12:39:14 <zubzub> *:)
20150417 12:39:26 <zubzub> *well if you only
20150417 12:39:43 <zubzub> man so many typos
20150417 12:39:45 <zubzub> lack of sleep
20150417 12:43:17 <gouessej> elect: Yes. It would be cooler if I had much spare time to work on it.
20150417 12:44:19 <gouessej> zubzub: Then, you have to provide tons of fat JARs instead of a single one but they are a bit less fat
20150417 12:44:35 <gouessej> zubzub: the weight of the native libraries is quite low
20150417 12:47:05 <gouessej> zubzub: If an end user is under a 64-bit OS but with a 32-bit JVM, (s)he may pick the wrong JAR :s
20150417 12:47:41 <gouessej> zubzub: I prefer bundling the JVM with my game
20150417 12:50:39 <elect> you work, gouessej?
20150417 12:50:50 <elect> you did tuer in your spare time?
20150417 12:52:46 <gouessej> elect: I started TUER as a semestrial project in 2006 and I have gone on developing it on my spare time for fun but it's difficult when you have a real life ;)
20150417 12:53:25 <elect> I know :p
20150417 13:00:15 <gouessej> elect: I was writing this post: http://stackoverflow.com/a/29699921/458157
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20150417 13:42:26 <zubzub> 14:47 < gouessej> zubzub: If an end user is under a 64-bit OS but with a 32-bit JVM, (s)he may pick the wrong JAR :s
20150417 13:42:32 <zubzub> so an uber fat jar is the only correct way?
20150417 13:43:38 * badshah400 (~badshah40@anon) Quit (Quit: badshah400)
20150417 14:00:16 <gouessej> No. I create some native self-contained application bundles but the end user must pick the right one, matching with her/his operating system.
20150417 14:00:30 <gouessej> There is no fully correct and smart way
20150417 14:01:09 <zubzub> providing the jvm is indeed the most correct way for an end user
20150417 14:01:17 <gouessej> zubzub: I can do nothing (except suggesting) for an end user unable to know which OS (s)he uses
20150417 14:01:58 <gouessej> zubzub: In my humble opinion, there are some security concerns but (s)he doesn't need to install a system wide JVM
20150417 14:02:12 <gouessej> zubzub: you can still minimize your JRE
20150417 14:02:29 <gouessej> zubzub: see the small JRE JEP, a few MB :)
20150417 14:04:52 <elect> how do you read from textures?
20150417 14:04:56 <elect> if I try this
20150417 14:05:19 <elect> FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(width * height * GLBuffers.SIZEOF_FLOAT);
20150417 14:05:19 <elect> gl3.glReadPixels(0, 0, width, height, GL3.GL_RGBA, GL3.GL_FLOAT, buffer);
20150417 14:05:19 <elect> TextureData textureData = new TextureData(GLProfile.getDefault(), GL3.GL_RGBA, width, height, 0,
20150417 14:05:19 <elect> GL3.GL_RGBA, GL3.GL_FLOAT, false, false, false, buffer, null);
20150417 14:05:19 <elect>
20150417 14:05:20 <elect> try {
20150417 14:05:22 <elect> / TextureIO.write(texture, new File("D:\\Downloads\\texture.png"));
20150417 14:05:24 <elect> TextureIO.write(textureData, new File("D:\\Downloads\\texture.jpg"));
20150417 14:05:26 <elect> } catch (IOException | GLException ex) {
20150417 14:05:28 <elect> Logger.getLogger(OculusRift.class.getName()).log(Level.SEVERE, null, ex);
20150417 14:05:30 <elect> }
20150417 14:05:32 <elect> I get this
20150417 14:05:48 <elect> java.io.IOException: ImageIO writer doesn't support this pixel format / type (only GL_RGB/A + bytes)
20150417 14:08:17 <zubzub> 16:02 < gouessej> zubzub: you can still minimize your JRE
20150417 14:08:20 <zubzub> jigsaw :p
20150417 14:12:14 <gouessej> elect: The exception is clear, the image writer of JPEG doesn't support this pixel format :s
20150417 14:12:45 <elect> and in the parenthesis it writes
20150417 14:12:46 <gouessej> zubzub: You can minimize the JRE you pass to PackR or JNDT by yourself without jigsaw at your own risk
20150417 14:12:56 <elect> only GL_RGBA
20150417 14:13:07 <gouessej> elect: Maybe there is a bug
20150417 14:15:20 <elect> I solved
20150417 14:15:21 <elect> FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(width * height * GLBuffers.SIZEOF_FLOAT);
20150417 14:15:21 <elect> gl3.glReadPixels(0, 0, width, height, GL3.GL_RGBA, GL3.GL_FLOAT, buffer);
20150417 14:15:21 <elect> TextureData textureData = new TextureData(GLProfile.getDefault(), GL3.GL_RGBA, width, height, 0,
20150417 14:15:21 <elect> GL3.GL_RGBA, GL3.GL_FLOAT, false, false, false, buffer, null);
20150417 14:15:21 <elect> Texture texture = new Texture(gl3, textureData);
20150417 14:15:34 <elect> I had to go through the jogl Texture
20150417 14:15:38 <elect> and then it worked
20150417 14:18:08 <gouessej> elect: it should have worked without creating a Texture object
20150417 14:18:51 <elect> it didnt
20150417 14:19:08 <elect> >.>
20150417 14:19:13 <elect> poor me
20150417 14:19:21 <elect> dealing with bugged software everywhere
20150417 14:19:28 <elect> even mine self
20150417 14:19:45 <gouessej> elect: Maybe you have found a real bug
20150417 14:20:01 <zubzub> http://thisisnotdocumentation.tumblr.com/
20150417 14:23:09 <elect> so I should fill a bug ticket?
20150417 14:26:01 <gouessej> elect: yes
20150417 14:26:17 <gouessej> elect: Please provide a short piece of code demonstrating your bug
20150417 14:26:46 <gouessej> elect: In my humble opinion, something is really broken or there is only an incorrect error message
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20150418 05:05:32 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20150418050532.html