Been a while and lots of small fixes in SVN.
2.2.2
- new: support for explicit length arguments in functions that map buffer objects.
- new: support for setting Display background (Display.setInitialBackground)
- fix: MapBufferRange
- fix: GetUniformIndices and TransformFeedbackVaryings
- fix: Unable to show native alert unless display has been shown
- fix: GetSync signature.
- fix: Updated EXT_direct_state_access to latest revision
- fix: Mouse Grab Bug on Linux Fixed when LWJGL is run as an applet.
- fix: optimize size calculations for applet loader (using HEAD request)
- fix issue with certificate not being found if accepted (sun bug, workaround)
- fix: glClearBuffer signature
- fix: Cursor was leaking native handles
https://sourceforge.net/projects/java-game-lib/files/Official%20Releases/LWJGL%202.2.2/
Remember to donate (http://lwjgl.org/donations.php) ;)
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
Awesome work as always! Thank you!
Nice one Matzon. I should get a bit more involved again with LWJGL.
Cas :)
Excellent, thanks!!
Yay, excellent! :D
I hope everything that was not working in my game starts working now (Yeah right T_T Just kiddin anyways :D)
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
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.
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"
QuoteI'm thinking that we should make it a 2.3 release - since this is pretty significant in terms of potential "breakage"
+1 vote
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);
Is that another of the old-style fixed function pipeline methods that should be exposed by ARB_compatibility?
Cas :)
Alpha testing?
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?
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.
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.
Oh, I see. :D
Thank you!
/me calls off hitmen. ATi is safe again.
Uhm, works fine on 10.1 Catalyst, Radeon 5870. I used this link: http://minecraft.net/play.jsp (http://minecraft.net/play.jsp)
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.
This can't be right :S OpenGL apps should still work as before under LWJGL without modification should they not?
Cas :)
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.