OpenGL 2.0 support?

Started by tal3ntfr3i, April 28, 2006, 15:23:11

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tal3ntfr3i

Hi there,

im new to lwjgl and other bindings of opengl.
1. My Question: Do lwjgl support all the features of OpenGL 2.0. Just wondering because on nehe some examples do not have a lwjgl-code.

2. Do jogl and lwjgl support the same features of opengl? There is jogl code for example in lesson 36, but no lwjgl.

Thanks in advance

tal3ntfr3i

Fool Running

1. LWJGL does fully support OpenGL 2.0. My guess is that no one has ported the newer NeHe tutorials yet.

2. I would think they both should have the same features (someone can correct me on this) as they both are OpenGL bindings.
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

darkprophet

JOGL has 1 class for all the GL calls, this means it can do a fall back onto the ARB extensions if present and if your card doesn't support the core function (i.e, if you have a Raedon 9200, those support VBOs through the extension, but it doesn't support 1.5, so you dont get the core stuff which is the same as the ARB anyway).

But for that little hassle, you get a cleaner interface IMHO, sound and input too in 1 binding...

DP

tal3ntfr3i

Ok thx a lot.

I got another question with "txture loading". Do not want to open another thread.

If i try to compile the code for lesson 5 (textures)on nehe i got an exception sounds like

C:\proggies\lwjgl\src\Lesson06.java:231: ilGenImages(java.nio.IntBuffer) in org.lwjgl.devil.IL cannot be applied to (int,java.nio.IntBuffer)
       IL.ilGenImages(1, image);

if I only give the method 1 parameter(2 arent supported in this version)the texture will not displayed.
How to handle this?

Thx

tal3ntfr3i

nicolas_bol2

I ran into this issue to:

Replace :

IL.ilGenImages(1, image);

by

IL.ilGenImages(image);

It worked for me.

darkprophet

There are certain things that have been changed with LWJGL to go with the java convention of things.

The number of ID's to generate equals that to the remaning() of your direct NIO buffer; this makes perfect sense. As your telling it "i want to fill the buffer" by supplying it with a big buffer...

This is true not just for DevIL, but for all of LWJGL.

DP