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 11 
 on: December 10, 2017, 16:23:30 
Started by matan45 - Last post by matan45
this is a lot of tone mapping functions which one is the eye Adaptation?

 12 
 on: December 10, 2017, 11:57:59 
Started by matan45 - Last post by KaiHH
you already mentioned a link in another post about Tone Mapping of HDR images: https://learnopengl.com/#!Advanced-Lighting/HDR
What you need to be doing is called "Tone Mapping", so google a bit for it. For example: "Tone Mapping OpenGL" or "Tone Mapping GLSL", and you will surely find something.

 13 
 on: December 10, 2017, 08:01:22 
Started by matan45 - Last post by matan45
no examples of glsl

 14 
 on: December 09, 2017, 13:19:33 
Started by matan45 - Last post by KaiHH
you eyes will do it automatically for you. see https://en.wikipedia.org/wiki/Adaptation_(eye)

 15 
 on: December 09, 2017, 12:40:03 
Started by Lintfordpickle - Last post by spasi
My recommendation: develop against the latest official release, or latest snapshot if you don't mind minor disruptions. When it's time to deploy your application, freeze to the latest build that has been verified to work. Repeat for each update of your application.

Do not depend on Maven or the LWJGL servers for downloading LWJGL. There is no guarantee that they'll be fast enough or even available when the application is installed. Always bundle LWJGL in the application.

 16 
 on: December 09, 2017, 12:26:50 
Started by Lintfordpickle - Last post by Lintfordpickle
The Maven/Gradle scripts are not meant to be used when creating a production build or installer for an application. There is no standard way to support that, so it's not supported. It is recommended to use a ZIP bundle or download the files directly from the LWJGL server (a file browser is available).

Thanks for the link.

It is a recommended practice to download the LWJGL libs once and develop/ship always against the same version (i.e. freeze LWJGL while developing now to 3.1.5 and finally release a game with 3.1.5), or would it be possible/recommended to have the installer download the latest LWJGL packages when a user installs the game?

 17 
 on: December 09, 2017, 07:33:34 
Started by matan45 - Last post by matan45
how can I do Eye Adaptation? I didn't find any resource about it   

 18 
 on: December 08, 2017, 16:04:11 
Started by matan45 - Last post by LapisSea
As I said it is more than useable. It will most likely do all you need unless you are doing something that is really based on complex physics. There is nothing better (trust me I tried every single option) and if that is not good enough than your 2 options are intensively learn about physics and 3d transformations and write your own multithreaded physics algorithm or you can simplify your project to fit the capabilities of jbullet.

 19 
 on: December 08, 2017, 15:57:56 
Started by matan45 - Last post by matan45
but is not updated

 20 
 on: December 07, 2017, 18:35:20 
Started by Lintfordpickle - Last post by KaiHH
If you must build a standalone jar file for all platforms using Maven, please read this: https://maven.apache.org/pom.html
As I said, you need to declare all platform-specific dependencies (the native jar files) as dependencies inside each profile. The Maven documentation tells, how. This is really not at all rocket science. Then you probably also want the Maven Shade Plugin to produce a single standalone jar file with everything in it.

If you don't have knowledge about Maven and also do not want to learn it (i.e. figure it our yourself), then the question arises why you want to use Maven for it in the first place.

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