#jogamp @ irc.freenode.net - 20150602 05:05:40 (UTC)


20150602 05:05:40 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20150601050540.html
20150602 05:05:40 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20150602050540.html
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20150602 12:55:30 <rmk0> quiet in here...
20150602 12:56:51 <rmk0> bigpet: it's standard practice to separate a program into platform-specific modules, and call into the modules via one shared interface
20150602 12:57:25 <rmk0> see the maven android page on the wiki
20150602 12:57:48 <rmk0> i'd send you the link, but i'm apparently in the middle of some sort of severe network problem and nothing's responding
20150602 13:05:45 * jvanek (jvanek@anon) Quit (Quit: Leaving)
20150602 13:45:02 <rmk0> bigpet: http://jogamp.org/wiki/index.php/Maven_And_Android
20150602 13:45:36 <rmk0> you don't need to use maven to do it, but the above gives you the "best" way to get platform-specific code into an otherwise platform-independent project in a manner that IDEs won't choke on
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20150602 17:24:11 <Eclesia> o/
20150602 17:44:17 <Eclesia> someone knows an image viewer who support webp and webm on linux ?
20150602 18:01:32 * jvanek (jvanek@anon) Quit (Quit: Leaving)
20150602 18:34:52 <Eclesia> ... must do everything ourselves ...
20150602 18:36:37 <zubzub> lmgtfy
20150602 18:38:01 <zubzub> it's a website that will find it for you
20150602 18:39:27 <Eclesia> :p
20150602 18:46:02 * Eclesia is decoding NTFS file system, no time for webp/m
20150602 18:46:26 <Eclesia> zubzub: I'm sure you want to write a webp decoder ? :D
20150602 18:55:42 <zubzub> mumblenomumble
20150602 19:00:59 <Eclesia> don't be shy ^^
20150602 19:01:09 <bigpet> all of my why. Why doesn't Netbeans come with a simple debug memory view
20150602 19:01:24 <bigpet> and if you install the C/C++ tools it doesn't seem to work on java projects
20150602 19:01:59 <Eclesia> you have a profiler in netbeans for java projects
20150602 19:02:32 <bigpet> I need something where I can enter a simple memory adress and see what's around it
20150602 19:03:37 <Eclesia> ha somekind of graph view ... hmm. the closest thing is a memory dump, it will show you where references are used
20150602 19:04:26 <bigpet> I don't even need a graph view, I just want the raw memory, I filled a buffer in java, passed it to opengl wrapper and the values apitrace gets are just wrong
20150602 19:04:40 <bigpet> so I want to check the memory, to see where stuff went wrong
20150602 19:05:13 <Eclesia> welcome in hell. debugging opengl
20150602 19:06:54 <bigpet> fuck this, I'm just gonna open visual studio and block the thread by using "System.in" instead of a breakpoint
20150602 19:13:19 <Eclesia> bigpet: just curious, what are you working on ?
20150602 19:15:44 <bigpet> nothing even important, it's just a simple, just some open source clone of the game "Osu!", it currently uses Slick2D and lwjgl to do the rendering
20150602 19:16:01 <bigpet> and I'm suspecting some kind of bug in the lwjgl version that's used at this point
20150602 19:16:26 <bigpet> working on this reminded me of why I didn't write Java in the last few years :P
20150602 19:19:52 <Eclesia> :)
20150602 19:21:27 <Eclesia> somekind of speed/reflex game ?
20150602 19:29:45 <bigpet> more of a rhythm game
20150602 19:30:42 <Eclesia> good luck
20150602 19:31:44 <bigpet> well the very small feature I'm working on already works if I just use immediate mode, but that's not something that I want to stay that way
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20150602 20:05:29 <bigpet> nevermind, apparently you NEED to create the buffers with "org.lwjgl.BufferUtils"
20150602 20:08:15 <bigpet> what a waste of time, they already check if the Buffers are directAllocated, they might as well have gone the extra mile and just tracked which ones they allocated and check that too
20150602 20:09:14 * Eclesia never used lwjgl
20150602 20:09:52 <bigpet> well I wasn't planing to either, which is why I am here :P
20150602 20:10:38 <bigpet> I just wanted to get this one small thing done first and then potentially switch to JOGL
20150602 20:11:28 <Eclesia> 'potentially' lol
20150602 20:12:37 <bigpet> well, I was looking around to see what there was cross-platform wise because I thought to myself that to rewrite the same rendering stuff for Android and Desktop was a waste
20150602 20:13:06 <Eclesia> lwjgl doesn't work on android ?
20150602 20:13:16 <bigpet> I don't think it does
20150602 20:15:12 <Eclesia> I have a bunch of code ready for 2d and 3d rendering on jogl, including widgets if you are interested and not affraid of the 'public domain' ^^
20150602 20:16:39 <bigpet> This is some really simple stuff, basically just rendering a bunch of 2D textures to the screen, I just needed raw OpenGL for a simple effect using FBOs
20150602 20:17:15 <bigpet> the only worry I had when looking at JOGL was how I'd do font rendering, but I guess I just have to do it seperately for Android and Desktop, but that's not that big a deal
20150602 20:17:27 <Eclesia> bigpet: but reading those textures might be a problem on android, since you won't have ImageIO/BufferedImage either
20150602 20:18:16 <bigpet> well if I need to do font rendering seperately then I might as well do image loading seperately
20150602 20:19:42 <Eclesia> font and image rendering : http://unlicense.developpez.com/gallery/2D_explorer_l.png (100% java/jogl, no bufferedimage)
20150602 20:20:56 <Eclesia> have to go +++
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20150603 05:05:40 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20150603050540.html