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1
OpenGL / Specular-IBL
« Last post by matan45 on November 12, 2019, 12:20:10 »
i am trying to do the tutorial in ibl here
https://learnopengl.com/PBR/IBL/Specular-IBL
i did copy the code from the c++ to java
and i getting green screen  from the glClearColor

any ideal why is not render?
the code
https://github.com/matan45/test
2
Lightweight Java Gaming Library / Re: A question about LWJGL.
« Last post by KaiHH on November 06, 2019, 08:04:00 »
Let me start with an observation that we make with everyone new to LWJGL and/or OpenGL: Your problems/confusions stem from the fact that you confuse what LWJGL actually is and what information ("LWJGL tutorials") you are seeking.
LWJGL is a Java/native binding library (plus some infrastructure functionality such as loading native libraries and handling native memory). That means its primary focus lies on providing direct Java bindings for native libraries, such as OpenGL, GLFW, OpenAL, Vulkan and many others.

When you program against the OpenGL API, LWJGL itself does not require or make use of any particular style or version of OpenGL. You can decide whether you want to use immediate mode, retained mode, with or without shaders, etc.
Nothing in LWJGL will limit you to using any particular library or any way how to use a particular library, such as OpenGL.

The main lwjgl3-wiki GitHub page makes this also clear. Please read this thoroughly: https://github.com/LWJGL/lwjgl3-wiki/wiki#welcome
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Lightweight Java Gaming Library / A question about LWJGL.
« Last post by SHsuperCM on November 06, 2019, 07:08:17 »
I have started developing a 2D game and hoped to use LWJGL, The LWJGL website seems to really advertise
using LWJGL3 so that's what I started using. I have worked in the past with LWJGL2.9 and understood it easily
using immediate mode and everything was fine back then.

Now the new LWJGL requires weird VAO and VBO which I understand what they are and what they do but it
seems really unintuitive as well as not very friendly to Java's Object Oriented approach.

There are barely any usable modern LWJGL3 tutorials that work and each one contradicts eachother so It's
a lot harder to learn how to use it properly than it should be.

I am looking for opinions on what I should do.
Is there any performance benefit from LWJGL3? Is it really worth the trouble?
(I am talking about a 2d pixelated game that will not require more than 60 fps and will contain multiple
moving objects as well as a camera that follows the player)
Why shouldn't I just work in LWJGL2 which seems to have a ton of tutorials, worked perfectly, managed to
run a complex game like Minecraft up until 1.13 perfectly even on potatoes.
Should I just abandon LWJGL?
If I should stay on LWJGL3, where can I find an example/tutorial that is good and works well for my situation?

Thanks for taking your time to read/help.
4
Lightweight Java Gaming Library / Re: Why Slack?
« Last post by spasi on November 04, 2019, 15:40:12 »
Why LWJGL community uses Slack, not Discord?

They are both practical solutions for community interaction. I made the choice to use Slack because it's what I use in my everyday work. I only use Discord for gaming communities (which LWJGL isn't), I don't have it running 24/7 like Slack.

I think everyone has Discord app on their PC. Slack was created for communication between employees and not community of library users.

Both of these statements are wrong in my experience.
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Bug Reports / RFE / Re: [RFE] Add fontstash bindings?
« Last post by spasi on November 04, 2019, 15:30:43 »
Have you tried stb_truetype's texture packing functionality? LWJGL also has stb_rect_pack bindings.
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Lightweight Java Gaming Library / Re: Physics Engine Binding?
« Last post by spasi on November 04, 2019, 14:42:41 »
See this and this for the latest updates.
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Lightweight Java Gaming Library / Re: Physics Engine Binding?
« Last post by mudlee on November 04, 2019, 07:43:37 »
Any update on this? I saw some issues regarding to this, but both were open. Also bullet is available in the nightly. May I use it or it's a 50-50 if it survives the stable release?
Also, is there an example available how to use?
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But it's hard to find and import methods from special GL versions (because intellij autocomplete doesn't search static methods without their class name).
And this is exactly what you don't have to do when you use a single static import of the highest OpenGL version you want to support / program against.
Then all methods from all earlier OpenGL versions will be visible/available to you automatically and autocomplete just fine.
For example, when doing the following:
Code: [Select]
import static org.lwjgl.opengl.GL33.*;
public class Test {
    public static void main(String[] args) {
        glDrawA
    }
}
When having the cursor behind the "glDrawA" and hitting Ctrl+Space, it will suggest glDrawArrays.

Apart from that, IntelliJ IDEA does support importing static methods without a static import of a class when you write out the complete method name and at least tell it that it is a method by writing open and close parentheses after the method name. When you then have the cursor on the method name you just called and hit Alt+Enter it will suggest "Import static method..." and tell you two classes to import from (GL11 and GL11C).
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Lightweight Java Gaming Library / Why Slack?
« Last post by True_han on November 03, 2019, 23:19:15 »
Why LWJGL community uses Slack, not Discord? I think everyone has Discord app on their PC. Slack was created for communication between employees and not community of library users.
10
If you want to implement against a particular OpenGL version, such as OpenGL 3.3 with GL33, and also want to have all methods from all earlier versions be visible, then with at least LWJGL 3.2.0 simply do:
Code: [Select]
import static org.lwjgl.opengl.GL33.*;
See the last paragraph of https://github.com/LWJGL/lwjgl3-wiki/wiki/2.2.-OpenGL#calling-opengl-functions

Thanks. But it's hard to find and import methods from special GL versions (because intellij autocomplete doesn't search static methods without their class name).
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