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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.
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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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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
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Bug Reports / RFE / [RFE] Add fontstash bindings?
« Last post by True_han on November 03, 2019, 21:51:58 »
Nanovg uses fontstash for really good font rendering. I tried to find fontstash in nanovg Java package but couldn't. Can someone make a native interface for fontstash? Please.
Fontstash on github: https://github.com/memononen/fontstash

I'm not a C developer, but I think I can help somehow.
15
Is there a way to import everything from a package and its subpackages or classes? Like
Code: [Select]
import static org.lwjgl.opengl.**;
I assume there is code generator that can convert it to legal Java syntax, but I can't find it.
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OpenGL / glfwSetMouseButtonCallback lag
« Last post by mudlee on November 01, 2019, 16:42:22 »
UPDATE: something is wrong with IntelliJ. I built a standalone JRE app and running it without the IDE it works.

I have a complex Input system in my framework, hence first I thought that the bug is there. But using this code below, mouse clicks are lagging with like half a seconds sometimes. Sometimes the lag is just  like 100ms. But it's really observable.
The problem is it only happens on Linux. On OSX it's immediate. I have no windows OS, so I don't know how it works there. Any idea?

Code: [Select]
glfwSetMouseButtonCallback(ID, new GLFWMouseButtonCallback() {
    @Override
    public void invoke(long window, int button, int action, int mods) {
        System.out.println(Math.random());
    }
});
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OpenGL / Re: GL error 0x505 while drawing elements
« Last post by 128_bit_guy on October 30, 2019, 10:49:56 »
Also if i look in task manager it says that gpu memory is almost free.
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OpenGL / Re: GL error 0x505 while drawing elements
« Last post by 128_bit_guy on October 30, 2019, 10:47:32 »
No, it's not  because of attribute. Debug addon prints: "failed to allocate memory for buffer object" when i try to draw buffer. Shouldn't opengl allocate memory when i invoke glBufferData?
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OpenGL / Re: GL error 0x505 while drawing elements
« Last post by KaiHH on October 30, 2019, 08:57:02 »
Try running your program with https://github.com/LWJGLX/debug#how .
A crash in a draw call is in 99.99999% of the cases an enabled generic vertex attribute (via glEnableVertexAttribArray) which has no buffer source (via glVertexAttribPointer).
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Lightweight Java Gaming Library / Re: GL error 0x505 while drawing elements
« Last post by 128_bit_guy on October 30, 2019, 05:06:44 »
Closing, please send answers to this http://forum.lwjgl.org/index.php?topic=6957.0 instead
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