#jogamp @ irc.freenode.net - 20170328 05:05:53 (UTC)


20170328 05:05:53 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20170326205553.html
20170328 05:05:53 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20170328050553.html
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20170328 14:05:05 <Inf_> hi
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20170328 14:52:52 <monsieur_max> hello Inf_ : welcome to the most lively channel dedicated to jogamp
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20170328 18:17:03 <Inf_> so, i want to use jogl 1.1
20170328 18:17:10 <Inf_> in eclipse. how do i do that?
20170328 18:17:24 <Inf_> monsieur_max: boop
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20170328 18:31:46 <xranby> Inf_: hi
20170328 18:31:57 <Inf_> hi xran
20170328 18:32:13 <xranby> Inf_: so basically if you want to use fixed function OpenGL 1 it is still supported using Jogl 2.3.2
20170328 18:32:38 <Inf_> what do you mean by "fixed function opengl"?
20170328 18:33:06 <Inf_> and i downloaded yesterday the latest stable release, im guessing its >= 2.3.2?
20170328 18:34:38 <xranby> fixed function OpenGL is basically OpenGL 1 , OpenGL ES 1 and partial found in OpenGL 2 look at this picture http://jogamp.org/jogl/doc/uml/html/fig128069.png
20170328 18:35:14 <xranby> Inf_: ok so great.. to use jogl in eclipse then basically you only need one jar added to your project http://jogamp.org/deployment/jogamp-current/fat/jogamp-fat.jar
20170328 18:35:48 <Inf_> no but i need/prefer the jogl1.1 version (which i assume is parallel to opengl 1.1)
20170328 18:36:16 <Inf_> but in any case, say given latest release. how do i make it use the fixed function opengl?
20170328 18:36:19 <xranby> that is incorrect and you will run into issues like new operating system support
20170328 18:37:25 <xranby> to use fixed function opengl with jogal jogl 2.3.2 you basically request a GL2ES1 or GL2 context since all of opengl 1.1 is available then
20170328 18:37:45 <xranby> jogamp jogl 2.3.2
20170328 18:38:30 <Inf_> oh ok
20170328 18:38:36 <xranby> i recommend that you try use a GLWindow because that is the easiest to initialize
20170328 18:38:38 <Inf_> GLProfile profile = GLProfile.get(GLProfile.GL2); GLCapabilities capabilities = new GLCapabilities(profile);
20170328 18:38:42 <Inf_> so this is good?
20170328 18:38:48 <xranby> yes
20170328 18:39:23 <Inf_> that should 'always' be my starting two lines regarding use of jogl given i want to use it as 1.1?
20170328 18:40:05 <xranby> GLWindow glWindow = GLWindow.create(capabilities); glWindow.setVisible(true);
20170328 18:41:13 <xranby> you may consider using GLProfile.get(GLProfile.GL2ES1); to stay compatible with a lot of mobile devices
20170328 18:41:20 <xranby> that support opengl es 1
20170328 18:41:57 <Inf_> oh, im doing it for a course, thats why im restricted to 1.1 (they initially wanted real opengl but i asked if i could do it in jogl, they didnt have a problem with that)
20170328 18:42:14 <Inf_> is your GLWindow equivalent to "GLCanvas glcanvas = new GLCanvas(capabilities); glcanvas.addGLEventListener(new Renderer()); glcanvas.setSize( 300, 300 );" ?
20170328 18:42:31 <xranby> GLWindow do not require AWT
20170328 18:42:41 <Inf_> and thats good because?
20170328 18:42:57 <xranby> thus you can use it on platforms like Android, Raspberry pi (using broadcoms opengl driver from console)
20170328 18:43:30 <xranby> think all platforms that no not have AWT and swing where a java runtime and opengl is available
20170328 18:44:39 <xranby> GLCanvas makes your application tied to the swing threading and that is something you want to avoid because
20170328 18:44:59 <xranby> swing was not designed to be able to recive input and process graphics at the same time
20170328 18:45:14 <Inf_> oh i see
20170328 18:45:21 <Inf_> thats actually very informative
20170328 18:45:24 <xranby> thus the only way to get high perfomance rendering that is not blocked by input is by using GLWindow
20170328 18:45:44 <Inf_> so before i used Frame and added the canvas to it
20170328 18:45:50 <Inf_> what would be the equivalent to it?
20170328 18:46:05 <xranby> Use a GLWindow
20170328 18:46:18 <xranby> and setVisible(true);
20170328 18:46:33 <xranby> GLWindow is managed in the jogl codebase
20170328 18:46:43 <xranby> thus we make sure it work on all platforms
20170328 18:46:51 <Inf_> addWindowListener(new WindowAdapter() { // public void windowClosing(WindowEvent ev) { // System.exit(0); // }
20170328 18:47:13 <xranby> glWindow.addWindowListener(new WindowAdapter() {
20170328 18:47:13 <xranby> @Override
20170328 18:47:13 <xranby> public void windowDestroyed(WindowEvent e) {
20170328 18:47:13 <xranby> new Thread(new Runnable() {
20170328 18:47:13 <xranby> public void run() {
20170328 18:47:13 <xranby> //stop the animator thread when user close the window
20170328 18:47:13 <xranby> animator.stop();
20170328 18:47:14 <xranby> System.exit(0);
20170328 18:47:14 <xranby> }
20170328 18:47:15 <xranby> }).start();
20170328 18:47:15 <xranby> }
20170328 18:47:16 <xranby> });
20170328 18:47:54 <xranby> animator = new Animator();
20170328 18:47:54 <xranby> animator.add(glWindow);
20170328 18:47:54 <xranby> animator.start();
20170328 18:48:37 <xranby> you ofcorse add the animator before the addWindowListener
20170328 18:49:02 <Inf_> the addWindowListener only accepts WindowListener
20170328 18:49:13 <Inf_> wait, ill try to add the jogamp-fat one instead
20170328 18:49:28 <Inf_> any instructions, or just include it as a jar?
20170328 18:49:40 <xranby> just include it as a jar
20170328 18:51:47 <Inf_> oh! i tihnk i still had other imports
20170328 18:52:46 <xranby> import com.jogamp.newt.event.WindowAdapter;
20170328 18:52:46 <xranby> import com.jogamp.newt.event.WindowEvent;
20170328 18:52:46 <xranby> import com.jogamp.newt.opengl.GLWindow;
20170328 18:52:46 <xranby> import com.jogamp.opengl.*;
20170328 18:53:15 <xranby> these are the one you want
20170328 18:54:53 <Inf_> this: http://schabby.de/jogl-example-hello-world/
20170328 18:55:08 <Inf_> how would i make the renderer show in what were doing?
20170328 18:55:56 <Inf_> oh, pffft, nvm
20170328 18:56:16 <xranby> glWindow.addGLEventListener(new /* GLEventListener */);
20170328 18:56:19 <Inf_> thank you very much :)
20170328 19:05:09 <Inf_> so currently i have a project named JOGL which holds jogl.jar and glugen-rt.jar (with the src), and i refer to it when opening my real project(s)
20170328 19:05:32 <Inf_> when i extract my project - should i pack or extract required libraries?
20170328 19:05:48 <Inf_> (when makign a runnable jar of my project)
20170328 19:07:40 <Inf_> http://tinypic.com/view.php?pic=1zogvvs&s=9#.WNq0ZVV9670
20170328 19:18:49 <xranby> Inf_: both work.. from jogamp's point of view..
20170328 19:21:27 <xranby> i think the third option also work.. thu it depend what you want :)
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20170329 05:05:54 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20170329050554.html