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 on: December 07, 2017, 18:31:40 
Started by matan45 - Last post by KaiHH

 on: December 07, 2017, 17:57:34 
Started by gudenau - Last post by gudenau
The generator supports @return, @see and @since. You use Kotlin named parameters to specify them, for example:

Code: [Select]

    // vararg parameters
    int.IN("paramA", ""),
    float.IN("paramB", ""),
    // ...,

    // named parameters after varargs
    returnDoc = "an int",
    since = "version M.n",
    see = arrayOf("refA", "refB"/* , ... */)

Thanks, I went through all the decelerations and could not find those.

 on: December 07, 2017, 15:47:49 
Started by matan45 - Last post by LapisSea

 on: December 07, 2017, 15:27:28 
Started by matan45 - Last post by matan45
anyone know any good collision lib whit examples? 

 on: December 07, 2017, 15:26:20 
Started by matan45 - Last post by matan45
how about this?

 on: December 07, 2017, 12:06:42 
Started by Lintfordpickle - Last post by spasi
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).

 on: December 07, 2017, 11:22:51 
Started by Lintfordpickle - Last post by Lintfordpickle
Yes ok, but surely this solution would be better off added to the maven script on the LWJGL download page? After all, if you select to download multiple natives/platforms, then presumably you'd want to also export those natives at some point.

I don't know enough about maven to make any elegant solution, and as shuffling the profiles around in the POM enables me to at least get a working version out, this will do for now.

Do you happen to have an example on-hand of how a profile might look for say Windows (then I could adapt it for the other platforms)?

 on: December 06, 2017, 20:11:37 
Started by Lintfordpickle - Last post by KaiHH
This was obviously not my point at all, and is also not a "solution". Sure, if you _only_ want it to work on Linux you can simply delete/remove the windows and macos profile elements.
A general solution would be to use <dependency> elements inside each profile with the correct platform natives declared in them for that respective platform.

 on: December 06, 2017, 17:34:18 
Started by Lintfordpickle - Last post by Lintfordpickle
Hi KaiHH,

Thanks a lot, shuffling the profiles around within the POM works.


 on: December 06, 2017, 13:43:46 
Started by wini - Last post by darkyellow
c++ nor glm are not going to help your understanding of uniforms, you link to learnopengl and that is a  good resource. The conversion to java is very simple. If you want to get help post some code of how you are attempting to do things and then people can provide feedback.

my advice is to do the following

- define a set of uniforms you want and add them to all the shaders you need them in. if you want to share uniforms across shaders then make sure the declaration is identical in each.
- if you use an advanced enough opengl set the binding location number of the uniforms in the shader (using binding=7 as an example)
- if you don't, when you create and register your shader go through all your uniforms and get their index using the uniform name. Then map this index to the binding location of your choice. But make sure you use the same location for a particular across all shaders.
- with this binding location number you can then update the data for all your shaders to access in one call per uniform.

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