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#91
Bug Reports / RFE / Re: [RFE] Assimp 3.5.1
Last post by spasi - September 26, 2023, 21:10:12
It should be fixed, yes.
#92
Bug Reports / RFE / Re: [RFE] Assimp 3.5.1
Last post by sgold - September 26, 2023, 20:36:31
Those are all interesting details I wasn't aware of. Thank you.

My motivation for inquiring is that I submitted a bug report to the Assimp project, which was closed shortly after the release of 3.5.1 "assuming it's fixed".

So if I test with LWJGL v3.3.3, I should be able to say with confidence whether the bug was fixed in Assimp 5.3.1 or not?
#93
Bug Reports / RFE / Re: [RFE] Assimp 3.5.1
Last post by spasi - September 26, 2023, 15:52:47
Btw, a binding may be updated in a snapshot even without a corresponding LWJGL commit. Commits happen only when the public API changes.

The LWJGL native jars include a .git file that contains the git commit hash used to build the native library. For example, in lwjgl-assimp-natives-windows.jar you can find it at META-INF/windows/x64/org/lwjgl/assimp/assimp.dll.git. This way you can easily find out if the binding has been updated or not.
#94
Bug Reports / RFE / Re: [RFE] Assimp 3.5.1
Last post by spasi - September 26, 2023, 15:43:29
Hey sgold,

The Assimp binary in 3.3.3 was built from this commit (2023-09-14). It includes all 5.3.1 features and bugfixes.

This fact is indeed not tracked in the LWJGL release notes. If a binding is updated to the latest version, but its version remains the same, there's no corresponding entry for that binding. However, if you check the commit log, the Assimp bindings were updated 4 times between LWJGL 3.3.2 and 3.3.3.

Assimp is one of the libraries that get very frequent updates and I try to keep up in LWJGL because I know how important it is for users, especially those working with newer file formats.
#95
Bug Reports / RFE / [RFE] Assimp 3.5.1
Last post by sgold - September 26, 2023, 00:16:27
First off, thanks for all the good work that went into LWJGL 3.3.3.

It looks like 3.3.3 still includes Assimp v5.2.5 .

I see that Assimp v5.3.1 was released today (25 September 2023). I'm told it includes some bugfixes that might benefit my project.
How long before they're included in an LWJGL early access release?
#96
Lightweight Java Gaming Library / How do i debug java and c++ in...
Last post by umen - September 04, 2023, 12:53:13
Hello all,

I would like to be able to debug the engine, starting from Java and then being able to debug the native part, all within a single IDE if possible. Any tips would be more than welcome.

Thanks.
#97
Vulkan / Re: following the pNext chain
Last post by sgold - August 24, 2023, 00:57:02
Quote from: spasi on August 23, 2023, 22:05:18
A null exception there is possible if you haven't enabled the VK_KHR_get_physical_device_properties2 exception.

That did the trick. Thanks for the help.
#98
Vulkan / Re: following the pNext chain
Last post by spasi - August 23, 2023, 22:05:18
A null exception there is possible if you haven't enabled the VK_KHR_get_physical_device_properties2 exception.
#99
Vulkan / Re: following the pNext chain
Last post by sgold - August 23, 2023, 20:27:17
Thanks for that advice. I'm trying to follow it, but when I invoke vkGetPhysicalDeviceFeatures2KHR, I get a NullPointerException in Checks.
I captured screenshots of the source code and stack trace, but when I try to post them I get a 500 Error from the forum's webserver. My browser is Firefox.
Any suggestions?
#100
Vulkan / Re: following the pNext chain
Last post by spasi - August 23, 2023, 18:23:22
Hey sgold,

Quote from: sgold on August 23, 2023, 08:42:30Or am I going about this backward? Do I fill in the pNext() field myself, with the handle of the Struct I want vkGetPhysicalDeviceFeatures2KHR() to populate?

That's correct. You need to allocate and initialize (the sType and pNext fields) the struct chain, then pass the first struct to the vkGetPhysicalDeviceFeatures2KHR function. The VkBool32 fields in all structs in the chain should be populated accordingly after that.