In the current implementation, this thread is the AWT event queue thread, which is a thread internal to the implementation of the AWT and which is always present when the AWT is being used. Future versions of Jogl may change the thread on which the OpenGL work is performed. When the GLAutoDrawable. The setRenderingThread optimization is now a no-op. It was previously useful for working around certain kinds of OpenGL driver bugs.
Most applications will not see a change in behavior from this change in the Jogl implementation. Applications which use thread-local storage or complex multithreading and synchronization may see a change in their control flow requiring code changes. While it is strongly recommended to change such applications to work under the new threading model, the old threading model can be used by specifying the system property -Djogl.
The "auto" setting is equivalent to the behavior in 1. The "false' setting is equivalent to disabling the single-threaded mode. The public Threading class still provides some control over the internal use of threads in the library as well as external access to these mechanisms. Jogl exposes hardware-accelerated offscreen rendering pbuffers with a minimal and platform-agnostic API.
However, the pbuffer support in Jogl remains one of the more experimental aspects of the package and the APIs may need to change in the future. To create a pbuffer, call GLDrawableFactory. It is wise to call GLDrawableFactory. The pbuffer is created immediately and is available for rendering as soon as createGLPbuffer returns. A pbuffer is used in conjunction with the GLEventListener mechanism by calling its display method.
Rendering, as always, occurs while the pbuffer's OpenGL context is current. There are render-to-texture options that can be specified in the GLCapabilities for the pbuffer which can make it easier to operate upon the resulting pixels. These APIs are however highly experimental and not yet implemented on all platforms. The pure Java port is enabled by default, and addresses stability issues on certain Linux distributions as well as the lack of native GLU 1.
In case of problems with the Java port, the C version of the GLU library may be used by specifying the system property -Djogl. The JOGL forum on javagaming.
Many users, as well as the Jogl developers, read this forum frequently, and the archived threads contain a lot of useful information which still needs to be distilled into documentation.
The JOGL demos provide several examples of usage of the library. These are small examples of various pieces of OpenGL functionality. See also the NeHe web site. To see the news update about this port, go to the main GLExcess site and scroll down. Unzip all the downloaded files with 7zip. An unzipped file has this general directory structure:. Now you may copy the required JARs out of each jar folder and the native library files if you're using them out of each lib folder. For a full desktop installation using native JARs, here are the files you need.
Note that the native JAR names are different for each platform, so you can use some or all of the native JARs together to create a multi-platform installation. For a full desktop installation using native library files, here are the files you need. Note: If you are unfamiliar with java. Canvas and GLJPanel inherits from javax.
Now that the Frame has a GLCanvas, we will merely set up a few more parameters for the frame including window size, background color, and what to do when the user closes the window in this case we close the entire application. WindowAdapter , you should probably make a visit to Google. WHITE ; frame. Now that we have these basic parameters set up, we just have to tell the frame to render itself and start accepting user input:.
If we run the program as it stands right now, we will find that we have a x white window that exits when the user closes it. Note: To run this application, download the source code and run "HelloWorldWindow.
For example, the 3D content may be calibrated to the corresponding component's bounds. In addition, the system provides a simple scenegraph, Swing-like mouse interaction, and low-level animation support, as well as GLSL shaders and.
The demo page contains several Java Web Start applications which demonstrate the abilities of the framework; please fill out the web form to help evaluate the components' usefulness. Art of Illusion is a free, open source 3D modelling and rendering studio. Many of its capabilities rival those found in commercial programs. Some of the highlights include subdivision surface based modelling tools, skeleton based animation, and a graphical language for designing procedural textures and materials.
Avengina is a realtime 3D graphics engine which is designed for the execution as a Java applet. Alternatively it can be launched as a Java Webstart application outside the browserwindow.
The software provides the possibility to exhibit texts and images in virtual galleries. Regarding the control and behaviour of the avatar it's redolent of a game engine.
The graphics rendering system bases on per-pixel lighting and supports normal mapping, specular lighting and stencil volume shadows. Avengina uses JOGL for realtime rendering. Several examples can be run on-line via Java Web Start. See the latest experiments of mapping text on to real 3D surfaces. This presentation demonstrates how you can write a simple 3-D game by using the Java programming language, JOGL, and free tools and 3-D models.
It still seems odd to me that the distribution I'm using appears to include no usable jogl-all. The included jars are: jogl-all-android-natives-macosx-universal. The jogl-all. I still get this warning: But since 2. I haven't been able to answer the question posed by the subject of this thread. Is there a target release date for 2. It's great to see the feature freeze. Could you release a snapshot version of 2. Will make it easier to test. Sven Gothel. In reply to this post by CharlieBoy Hello Maybe a nightly build or a release candidate would help in the meantime.
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