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Pages: 1 ... 8 9 [10]
 on: February 09, 2018, 15:47:22 
Started by c56edfrq - Last post by kappa
Yes, you can use OpenGL 1.4 with LWJGL3.

Just stick to using its GL11 to GL14 classes in the opengl package. Using any classes GL15+ will mean you are using a version higher than OpenGL 1.4.

 on: February 09, 2018, 15:39:31 
Started by c56edfrq - Last post by c56edfrq
Hi guys, today I had downloaded LWJGL. Since I saw most of the tutorials explaining how to use the library with OpenGL 2.1+, my question was if I could use the library for OpenGL 1.4? :P

 on: February 06, 2018, 10:32:25 
Started by SpaceboyRoss - Last post by KaiHH
Can you draw a rectangle on a piece of graph paper? If so, do it. Now, you are going to split that rectangle up into two triangles. There are exactly two possibilities to do so. Choose one arbitrarily.
Now, start from one arbitrary corner of either of the two triangles and trace that triangle along all its edges and corners (three of them) using one single stroke. Whenever you moved to the right or left in order to get from one corner to the next corner, your new coordinate will have a -width or +width added to the x coordinate. The y coordinate stays the same. Likewise, whenever you moved up/down your new position will have a +height or -height added to the y coordinate and the x coordinate stays the same. When you reached the corner of the triangle you started with, you have generated three (x, y, z) triples using the rules from above. One triple for each corner.
These are the vertex positions of one of the two triangles.
Now repeat the process for the other triangle. At the end you'll have 6 (x, y, z) triples.
It is also important that you keep the order of the generated triples and do not rearrange them, because in OpenGL three consecutive coordinate triples of (x, y, z) form a single triangle.

The way you currently declare your triangle vertices is: Start in the middle of the left side of the rectangle. Now, move up. And now move down. The problem is: This is not a triangle. It is what is called a degenerate triangle.

 on: February 06, 2018, 01:38:51 
Started by SpaceboyRoss - Last post by SpaceboyRoss
I am trying to draw a rectangle, and so far this is what I have. I need help getting the vectors correct.
Code: [Select]
package com.rosssoftware.space.graphics.shapes;

import com.rosssoftware.space.graphics.RenderableObject;
import com.rosssoftware.space.math.Vector3f;

/** Defines a rectangle
 * @author spaceboyross
 * @since 0.1.0-alpha
public class RenderableRectangle {

private RenderableObject obj;

/** Creates a rectangle
* @param position The start position of the rectangle
* @param width The width of the rectangle
* @param height The height of the rectangle
* @author spaceboyross
* @since 0.1.0-alpha
public RenderableRectangle(Vector3f position,float width,float height) {
float[] vertices = {

this.obj = new RenderableObject(vertices,6);

/** Draws this rectangle
* @author spaceboyross
* @since 0.1.0-alpha
public void render() {

/** Destroyes this rectangle
* @author spaceboyross
* @since 0.1.0-alpha
public void destroy() {

 on: February 04, 2018, 18:14:05 
Started by spasi - Last post by spasi
LWJGL 3.1.6 has been released!

Release notes (JSR 305 nullability annotations, more Java 9 improvements, all bindings updated to latest versions)

 on: February 02, 2018, 12:44:49 
Started by BrickFarmer - Last post by spasi
Starting with Java 9, you also have the option to use jlink, which LWJGL supports (your app and all dependencies must be modular). It's more appropriate for server applications though.

For client deployment, there's Self-Contained Application Packaging, but I haven't tried it lately. Native runners/installers with embedded JREs are usually the best solution. You can roll your own or use something like packr or Launch4j.

I dont suppose there are plans for an LWJGL client 'app store'

Nope, that's outside the scope of LWJGL.

 on: February 02, 2018, 08:41:50 
Started by BrickFarmer - Last post by BrickFarmer
Any tips on deploying demos / completed projects?  Not that I have one yet :)  I saw some stuff on the wiki but it seems a bit dated. 

option 1:  Browser.  Nearly everything java based in the browser seems dead, applets/webstart, scary popups/certs.

option 2:  JAR.  A runnable jar isn't very user friendly and depends on having an installed JRE.  Something that is no longer standard, at least on MacOS.

option 3:  Native.  Building natives with a bundled JRE?  Probably the best option, but there don't seems to be any OS Cross Platform tools around now to even do this?

option 4: Native Wrapper: Small windows / mac natives that download jars from AWS S3 or something similar (like what minecraft does).

Any other ideas?  I dont suppose there are plans for an LWJGL client 'app store' :) or are we better targeting something like Steam with option 3?  If so do we have a way to create natives with all the LWJGL3 jars all bundled up as well?

 on: January 30, 2018, 05:20:07 
Started by darkyellow - Last post by darkyellow
Thanks, this looks like it won't happen for a long time then as 3.3 has been taking a very long time to release itself (and a while to go yet it seems)

 on: January 29, 2018, 22:00:41 
Started by lacombej - Last post by ShchAlexander
Hello man. It looks like he stopped development. But I'm still working on my GUI library with API looks a bit like Swing and JavaFX.
Here is my repo: https://github.com/LiquidEngine/legui
I have several usage examples there (in demo package).

You are welcome to try it and to any kind of contributions!

 on: January 29, 2018, 14:59:46 
Started by darkyellow - Last post by spasi
There is a workaround you can use on Java 8 that works decently without doing anything funny with Java itself. Read this comment and try the Vorbis demo on Java 8 to see it in action.

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