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Author Topic: LWJGL 2.0 RC2  (Read 17299 times)

Matzon

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LWJGL 2.0 RC2
« on: September 15, 2008, 21:11:15 »

We got RC2 ready - yes with new features ::)

italic is changes from RC1

LWJGL 2.0 changes
Major changes
 * OpenGL 3 support
 * Solaris x86 support (no jinput - solaris doesn't have joystick stuff?)
 * fmod and devil removed
 * dropped support for windows 9x
 * glu moved to lwjgl_util
 * glu now uses buffers instead of arrays
 * New Display.setParent() feature allows you to embed the Display into an existing AWT canvas.
   For example, this allows for an existing LWJGL based application to be used in an applet without porting to AWTGLCanvas.
   This means the death of AWTInputAdapter
 * Mac OS X: Added support for x86_64
 * Linux: Using openal-soft instead of the creative (was more or less broken anyway)
 * Windows: Using openal-soft instead of creatives.
 * Support for lzma and pack200 in appletloader
 * Support for showing download speed in appletloader

Minor changes
 * no more processMessages at isCloseRequested, isVisible, isDirty and isActive
 * Removed 2D OpenGL initialization code from Display. It messes with the implicit, but well-defined, opengl default state and doesn't fit well with multiple context types (gl3 and d3d)
 * NV_conditional_render extension added
 * Support for GL_LAYER_NV
 * Lots of input/focus fixes
 * Support for ALC_ENUMERATE_ALL_EXT

Non 2.0 specific changes
* Updated openal-soft to latest, with alsa and oss backend (linux), winmm and dsound for windows.

sparc support would be nice - anyone with a beast like that handy?

Get it here

Remember to donate ;)

elias4444

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Re: LWJGL 2.0 RC2
« Reply #1 on: September 15, 2008, 21:33:56 »

As always, great work!!! Thank you!

I probably won't have a chance to test it for a bit though, as I'm in the planning and art phases of my next project.  ::)
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numberR

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Re: LWJGL 2.0 RC2
« Reply #2 on: September 16, 2008, 02:00:46 »

Great work! I'll be using LWJGL 2.0 for my master's thesis ;)
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Fool Running

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Re: LWJGL 2.0 RC2
« Reply #3 on: September 16, 2008, 19:27:12 »

Yeah! Another release ;D

Keep up the good work guys 8)
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Kai

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Re: LWJGL 2.0 RC2
« Reply #4 on: September 20, 2008, 11:34:42 »

Unbelievably GREAT work that you guys are doing!

I just tested the new release and immediately found out the best feature of all...
With the new release, my framerate doubled! compared to the RC1-Release :-)

I could not believe this so I double checked and it really seems that when using VBOs, the performance raised incredibly!

Continue with this work! (expecting more framerate-increasing ;-))
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Kai

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Re: LWJGL 2.0 RC2
« Reply #5 on: September 20, 2008, 11:59:46 »

As I recently sayd the FPS increased... as it turned out this was just because with RC2 I cannot create multisampled PixelFormats anymore... thus the increase was based on the missing multisampling.

So why can't I now make something like this:
  Display.create(new PixelFormat(24, 8, 16, 1, 2));
which still works under RC1?
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EgonOlsen

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Re: LWJGL 2.0 RC2
« Reply #6 on: September 20, 2008, 12:59:38 »

As I recently sayd the FPS increased... as it turned out this was just because with RC2 I cannot create multisampled PixelFormats anymore...
ATI? http://lwjgl.org/forum/index.php/topic,2705.0.html
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Kai

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Re: LWJGL 2.0 RC2
« Reply #7 on: September 20, 2008, 13:03:01 »

Quote
ATI? http://lwjgl.org/forum/index.php/topic,2705.0.html

Nope, NVidia.

More precisely:
Card: NVidia Quadro FX 2500M
Driver: 177.98 (Vista 32bit)
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