LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: Matzon on January 26, 2010, 21:18:20

Title: LWJGL 2.2.2 Released
Post by: Matzon on January 26, 2010, 21:18:20
Been a while and lots of small fixes in SVN.

2.2.2

https://sourceforge.net/projects/java-game-lib/files/Official%20Releases/LWJGL%202.2.2/

Remember to donate (http://lwjgl.org/donations.php) ;)
Title: Re: LWJGL 2.2.2 Released
Post by: Matzon on January 26, 2010, 21:46:05
I was unable to update the eclipse update site:
Quote[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#0: The type org.eclipse.swt.widgets.Composite cannot be resolved. It is indirectly referenced from required .class files
[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#20: The import org.eclipse.swt.SWT cannot be resolved
[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#21: The import org.eclipse.swt.custom.CLabel cannot be resolved
[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#22: The import org.eclipse.swt.graphics.GC cannot be resolved
[buildPlugin] net.sf.ant4eclipse.tools.pde.build.PdeBuildException: Compilation was not successful. See log output for error message(s)

not sure why this is failing, but probably related to switching to windows 7 - 64bit
Title: Re: LWJGL 2.2.2 Released
Post by: elias4444 on January 26, 2010, 22:27:30
Awesome work as always! Thank you!
Title: Re: LWJGL 2.2.2 Released
Post by: princec on January 27, 2010, 09:54:10
Nice one Matzon. I should get a bit more involved again with LWJGL.

Cas :)
Title: Re: LWJGL 2.2.2 Released
Post by: mot on January 29, 2010, 09:26:25
Excellent, thanks!!
Title: Re: LWJGL 2.2.2 Released
Post by: lainmaster on January 31, 2010, 20:15:34
Yay, excellent! :D

I hope everything that was not working in my game starts working now (Yeah right T_T Just kiddin anyways :D)
Title: Re: LWJGL 2.2.2 Released
Post by: Fool Running on February 02, 2010, 13:28:59
Keep up the good work guys! 8)

Now I just need to find some free-time so I can play around with OpenGL again. :P
Title: Re: LWJGL 2.2.2 Released
Post by: spasi on February 02, 2010, 13:44:45
For those that missed this topic (http://lwjgl.org/forum/index.php/topic,3189.0.html), the last two official releases have a serious bug with the latest ATI driver. You may want to download a nightly build (https://www.newdawnsoftware.com/hudson/view/LWJGL/job/LWJGL/), with one important (unrelated to the bug) caveat: support for indirect buffers has been dropped.
Title: Re: LWJGL 2.2.2 Released
Post by: Matzon on February 02, 2010, 16:56:34
Quote from: spasi on February 02, 2010, 13:44:45
For those that missed this topic (http://lwjgl.org/forum/index.php/topic,3189.0.html), the last two official releases have a serious bug with the latest ATI driver. You may want to download a nightly build (https://www.newdawnsoftware.com/hudson/view/LWJGL/job/LWJGL/), with one important (unrelated to the bug) caveat: support for indirect buffers has been dropped.
I'm thinking that we should make it a 2.3 release - since this is pretty significant in terms of potential "breakage"
Title: Re: LWJGL 2.2.2 Released
Post by: elias4444 on February 02, 2010, 17:02:01
QuoteI'm thinking that we should make it a 2.3 release - since this is pretty significant in terms of potential "breakage"
+1 vote
Title: Re: LWJGL 2.2.2 Released
Post by: Notch on February 02, 2010, 17:22:52
I updated to the latest nightly build yesterday, and people are STILL reporting this.

edit:

No, it's unrelated! Seems to be GL_ALPHA_FUNC this time:
http://www.minecraftforum.net/viewtopic.php?id=6530

The line of code is:

        glAlphaFunc(GL_GREATER, 0.0f);
Title: Re: LWJGL 2.2.2 Released
Post by: princec on February 02, 2010, 20:04:19
Is that another of the old-style fixed function pipeline methods that should be exposed by ARB_compatibility?

Cas :)
Title: Re: LWJGL 2.2.2 Released
Post by: Notch on February 02, 2010, 20:24:25
Alpha testing?
Title: Re: LWJGL 2.2.2 Released
Post by: spasi on February 02, 2010, 20:57:55
glAlphaFunc is indeed deprecated. But it isn't special in any way, I guess it's just happens to be the first deprecated function you use in Minecraft. Do you use ContextAttribs when you create the context?
Title: Re: LWJGL 2.2.2 Released
Post by: Notch on February 02, 2010, 21:16:49
Oh god.

So because of ATi I have to have fragment shaders, and maintain two separate renderer paths (one for old hardware without fragment shaders)? Why deprecated this? How can I kill them? Do old games that use GL_ALPHA_TEST suddenly no longer work on ATi cards?

No, I'm not passing any contextattribs.
Title: Re: LWJGL 2.2.2 Released
Post by: spasi on February 02, 2010, 21:43:54
You misunderstood. ATI's latest drivers always create a 3.2 with compatibility profile, which means all the deprecated functionality is there. The bug in LWJGL was that it didn't correctly detect this, this has been fixed now. Minecraft should work with the latest LWJGL build with no problems. I'll try to investigate what's happening.
Title: Re: LWJGL 2.2.2 Released
Post by: Notch on February 02, 2010, 21:54:37
Oh, I see. :D

Thank you!
/me calls off hitmen. ATi is safe again.
Title: Re: LWJGL 2.2.2 Released
Post by: spasi on February 02, 2010, 22:00:36
Uhm, works fine on 10.1 Catalyst, Radeon 5870. I used this link: http://minecraft.net/play.jsp (http://minecraft.net/play.jsp)
Title: Re: LWJGL 2.2.2 Released
Post by: Notch on February 03, 2010, 11:13:33
I got a report six hours ago that it still isn't working:
http://pastebin.ca/1774101

The last update was way more than six hours ago, but I haven't updated LWJGL since two days ago.
I will update to the latest nightly build tomorrow.

And I just have to add that I really appreciate how helpful and willing to fix stuff you guys are. =)
I'll definitely keep using LWJGL for future games.
Title: Re: LWJGL 2.2.2 Released
Post by: princec on February 03, 2010, 13:01:03
This can't be right :S OpenGL apps should still work as before under LWJGL without modification should they not?

Cas :)
Title: Re: LWJGL 2.2.2 Released
Post by: spasi on February 03, 2010, 14:58:11
Yes, LWJGL apps don't have to change anything, but they do need the latest build to work under ATI driver 10.1. I tracked down the change that introduced the bug back to March 26th 2009, which means any build from 2.1.0 and up will have the same problem.