LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: Matzon on September 06, 2004, 20:47:53

Title: LWJGL 0.92 released!
Post by: Matzon on September 06, 2004, 20:47:53
Go grap it!
http://sourceforge.net/project/showfiles.php?group_id=58488

Lots of stuff changed amongst other things:
- No mac build. Mac still in progress (bloody paypal!)
- Support for fmod3 (preview, still missing som functionality)
- Linux: Support for _NET_WM_STATE window manager hints and X RandR extension. Fullscreen windows can be minimized and the keyboard input is not grabbed, allowing for proper alt-tab support.
- Merging of Display/Window into org.lwjgl.opengl.Display. This makes for an even simpler game loop and the ability to switch modes and windowed state and still keep the context. You can begin deleting your fancy texture managers that automatically reloads textures right now icon_smile.gif
- A new PixelFormat class for Display.create and Pbuffer.create instead of the ever growing list of arguments. PixelFormat includes support for accumulation buffer, aux buffers and stereo mode (untested).
- Native stubs for GL and AL classes are now unloaded when no context is active. Avoids native crashes if you call gl/al functions after you've destroying the respective contexts.
- Moved native stub loading into java. This should allow advanced users to simply include just those extensions you like and nothing else, saving LWJGL distribution size. For examples you could remove any other extension class than GL11, GL12, GL13 and ARBVertexBufferObject, ARBBufferObject.
- More error checking and fixes
- Clipboard functionality
- Model loading (no renderer...)
Title: LWJGL 0.92 released!
Post by: Matzon on September 06, 2004, 22:00:06
just remembered a thing - win32 dll's have been optimized for size using UPX. Please report any unexpected behaviour.
Title: LWJGL 0.92 released!
Post by: cep21 on September 06, 2004, 22:55:24
QuoteFullscreen windows can be minimized and the keyboard input is not grabbed, allowing for proper alt-tab support.

Very woot for me.
Title: bad class error
Post by: mac on September 07, 2004, 02:45:27
hi,

i get a
Quote
"bad class error GL11.class, file has wrong version 49, should be 48"
when compiling with java_1.4.2_01-b06 under WinXP. Someone else too ?

PS: Very interresting new addons :D

-jens
Title: LWJGL 0.92 released!
Post by: Matzon on September 07, 2004, 05:15:06
aaaarrrggghhh - that might be because I compiled with 1.5beta and you're using 1.4 - perhaps I should have compiled with -target 1.4.

Can anybody else confirm?
Title: LWJGL 0.92 released!
Post by: thaaks on September 07, 2004, 07:49:22
Confirm.
Trying to start the Space Invaders testcase given the command line from the README with JDK 1.4.2 gives a nice exception...

D:\Tommy\Java\lwjgl-win32-0.92>java -cp lwjgl.jar;lwjgl_media.jar;lwjgl_test.jar
;lwjgl_util.jar; org.lwjgl.examples.spaceinvaders.Game
Exception in thread "main" java.lang.UnsupportedClassVersionError: org/lwjgl/exa
mples/spaceinvaders/Game (Unsupported major.minor version 49.0)
       at java.lang.ClassLoader.defineClass0(Native Method)
       at java.lang.ClassLoader.defineClass(ClassLoader.java:537)
       at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:12
3)
       at java.net.URLClassLoader.defineClass(URLClassLoader.java:251)
       at java.net.URLClassLoader.access$100(URLClassLoader.java:55)
       at java.net.URLClassLoader$1.run(URLClassLoader.java:194)
       at java.security.AccessController.doPrivileged(Native Method)
       at java.net.URLClassLoader.findClass(URLClassLoader.java:187)
       at java.lang.ClassLoader.loadClass(ClassLoader.java:289)
       at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:274)
       at java.lang.ClassLoader.loadClass(ClassLoader.java:235)
       at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:302)


Regards,
Tommy
Title: LWJGL 0.92 released!
Post by: amoeba on September 07, 2004, 10:18:57
I am getting an error when trying to compile using JCreator;

cannot access org.lwjgl.util.vector.Vector2f
bad class file: C:\lwjgl-win32-0.92\lwjgl_util.jar(org/lwjgl/util/vector/Vector2f.class)
class file has wrong version 49.0, should be 48.0
Please remove or make sure it appears in the correct subdirectory of the classpath.
import org.lwjgl.util.vector.Vector2f;


I am using Java 1.4.0. Do I need to use a different JDK?
Title: LWJGL 0.92 released!
Post by: princec on September 07, 2004, 11:13:07
That's the same problem. Matzon will rerelease it tonight targeted against 1.4. (Or you you could upgrade to 1.5RC :P)

Cas :)
Title: LWJGL 0.92 released!
Post by: Matzon on September 07, 2004, 17:43:28
should be fixed
Title: LWJGL 0.92 released!
Post by: renanse on September 07, 2004, 20:24:23
Should sourceforge show a newer date on .92 build because it still looks like Sept. 5th to me...  :?
Title: LWJGL 0.92 released!
Post by: mac on September 08, 2004, 00:18:26
Yep, Good Work :D

I fixed refactored classes, compiled and it run without any
errors.

Using the PixelFormat is very handy, only the double Display.classes are at first a bit confusing.


- jens
Title: LWJGL 0.92 released!
Post by: Matzon on September 08, 2004, 05:18:47
You're thinking of the utility Display class ? - yeah it can be a bit confusing but if you don't use any stuff in the util package, just remove it from your package list
Title: LWJGL 0.92 released!
Post by: spasi on September 08, 2004, 16:51:48
OpenGL 2.0 is out :wink:
Title: LWJGL 0.92 released!
Post by: mac on September 08, 2004, 17:51:13
Hi,

i try to get some basic FMOD example to run, but
it seems that i am unable to init it corretly.

I looked at the Sources & StreamTest.class how to init it:




try
{
FMOD.create();
}
catch(Exception e)
{
 e.printStackTrace():
}


Should do the thing, right ?

But even this throw an error that the FMOD.lib
can't be found. I located the fmod-3.dll in my classpath were also all other lwjgl dll's stored.

What i'm doing wrong ?

- jens
Title: LWJGL 0.92 released!
Post by: mac on September 08, 2004, 18:10:51
I am stupid,

i fixed the problem by myself.

Solution: Downloading the FMOD API Package
and put the fmod.dll into the classpath.

UUhh, sorry for that  :oops:

-  jens
Title: LWJGL 0.92 released!
Post by: Matzon on September 08, 2004, 20:25:14
meh, we'll do a release soon again. probalby this weekend. The library was build without support for wglAllocateMemoryNV due to a small bug (missing undersocre in a define!). Everything else should work fine.
Title: Linux native build
Post by: MCI_Nano on September 09, 2004, 05:29:32
Hi...

I was happy to see there is a new release of lwjgl and immediatly downloaded it. I tried to compile it on my linux box but failed at first while compile_java... there is no java target given in the build.xml as in the previus version...
I added source="1.4" to all javac tags in build.xml and that worked just fine...
But now ant stopps in compile_native :oops: :

compile_native:

-compile_native_win32:

-compile_native_linux:
    [echo] Compiling Linux LWJGL version
   [apply] /home/mci/java/lwjgl0.92/lwjgl-source-0.92/src/native/build.sh: line 2:
   [apply] : command not found/home/mci/java/lwjgl0.92/lwjgl-source-0.92/src/native/build.sh: line 3: ./autogen.sh
   [apply] : No such file or directory/home/mci/java/lwjgl0.92/lwjgl-source-0.92/src/native/build.sh: line 4: ./configure
   [apply] : No such file or directory/home/mci/java/lwjgl0.92/lwjgl-source-0.92/src/native/build.sh: line 5: make
   [apply] : command not foundstrip: '.libs/liblwjgl.0.0.0
   [apply] ': No such file


I don't really know what to do... Has anybody the same problem or maybe  a solution?
Title: LWJGL 0.92 released!
Post by: Matzon on September 09, 2004, 07:32:37
please manually navigate to /home/mci/java/lwjgl0.92/lwjgl-source-0.92/src/native
and type ./build.sh

what is the output from this?

do you have:
aclocal
autoheader
automake
autoconf
gcc

installed?
Title: manuell test
Post by: MCI_Nano on September 09, 2004, 11:23:29
yes sir ;)

ok, bash.sh has no permission zu execute, if i do 'sh build.sh'

build.sh: line 2:
: command not found
build.sh: line 3: ./autogen.sh
: No such file or directory
build.sh: line 4: ./configure
: No such file or directory
build.sh: line 5: make
: command not found
strip: '.libs/liblwjgl.0.0.0
': No such file

when i do 'chmod +x bash.sh' and try to execute it with ./build.sh
: bad interpreter: No such file or directory

Shure I have all the programms you listed: :-D
aclocal 1.4-p6
autoheader 2.13
automake 1.4-p6
autoconf 2.13
gcc 3.3.4

I'm running gentoo, ant 1.6.2 and java 1.4.2_05 from sun
Title: LWJGL 0.92 released!
Post by: Matzon on September 09, 2004, 11:43:15
You have read this thread:
http://puppygames.net/forums/viewtopic.php?t=642&postdays=0&postorder=asc&start=15

?

coult you check for white space and similar in the file?
bad interpreter sounds odd - I am sure you can run bash :)
Title: White Spaces
Post by: MCI_Nano on September 09, 2004, 12:52:04
yes there where some whitespaces in the files build.sh and autogen.sh

and I had to do the same procedures as the lwjgl version before.(setting JAVAC to "" and change build.xml to source="1.4")

but now I have a new problem i can't resolve... sorry for bugging

[apply] configure: creating ./config.status
   [apply] config.status: creating Makefile
   [apply] config.status: error: cannot find input file: Makefile
   [apply] .inmake: *** No targets specified and no makefile found.  Stop.


what now? Did I forgott something?
Title: LWJGL 0.92 released!
Post by: Matzon on September 09, 2004, 12:57:44
you need to run autogen.sh first
Title: Method not supported yet ?
Post by: mac on September 09, 2004, 16:11:23
Hi,

i played a bit with that fmod stuff and tried to read the playback lenght of a file in mills using


boolean FSOUND_Stream_GetLengthMs(FSoundStream handle);


the return type makes not much sense ?
or is it simpy not supported yet ?


- jens
Title: Re: Method not supported yet ?
Post by: Matzon on September 09, 2004, 16:20:32
Quote from: "mac"the return type makes not much sense ?
Indeed it doesn't! - it's a bug. Will fix shortly :)
Title: LWJGL 0.92 released!
Post by: kevglass on September 10, 2004, 07:35:17
After a brief discussion on #lwjgl I was under the impression that the current .so release of LWJGL wasn't going to work on Mandrake Beta.

I finally installed it + nvidia drivers etc.. and it works! Woo hoo!

Thanks for the new release guys,

Kev
Title: LWJGL 0.92 released!
Post by: Matzon on September 10, 2004, 07:40:22
nah, we talked about the 10.1 RC1 release. What you installed was probably 10.0?
Title: LWJGL 0.92 released!
Post by: kevglass on September 10, 2004, 09:43:09
Ah ha! Thanks for clearing that up. Makes sense sort of :)

Kev