LWJGL 2.2.2 Released

Started by Matzon, January 26, 2010, 21:18:20

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Matzon

Been a while and lots of small fixes in SVN.

2.2.2

  • new: support for explicit length arguments in functions that map buffer objects.
  • new: support for setting Display background (Display.setInitialBackground)
  • fix: MapBufferRange
  • fix: GetUniformIndices and TransformFeedbackVaryings
  • fix: Unable to show native alert unless display has been shown
  • fix: GetSync signature.
  • fix: Updated EXT_direct_state_access to latest revision
  • fix: Mouse Grab Bug on Linux Fixed when LWJGL is run as an applet.
  • fix: optimize size calculations for applet loader (using HEAD request)
  • fix issue with certificate not being found if accepted (sun bug, workaround)
  • fix: glClearBuffer signature
  • fix: Cursor was leaking native handles

https://sourceforge.net/projects/java-game-lib/files/Official%20Releases/LWJGL%202.2.2/

Remember to donate ;)

Matzon

I was unable to update the eclipse update site:
Quote[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#0: The type org.eclipse.swt.widgets.Composite cannot be resolved. It is indirectly referenced from required .class files
[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#20: The import org.eclipse.swt.SWT cannot be resolved
[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#21: The import org.eclipse.swt.custom.CLabel cannot be resolved
[buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#22: The import org.eclipse.swt.graphics.GC cannot be resolved
[buildPlugin] net.sf.ant4eclipse.tools.pde.build.PdeBuildException: Compilation was not successful. See log output for error message(s)

not sure why this is failing, but probably related to switching to windows 7 - 64bit

elias4444

Awesome work as always! Thank you!
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princec

Nice one Matzon. I should get a bit more involved again with LWJGL.

Cas :)

mot

Tom Andrle - Catnap Games - http://www.catnapgames.com

lainmaster

Yay, excellent! :D

I hope everything that was not working in my game starts working now (Yeah right T_T Just kiddin anyways :D)

Fool Running

Keep up the good work guys! 8)

Now I just need to find some free-time so I can play around with OpenGL again. :P
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

spasi

For those that missed this topic, the last two official releases have a serious bug with the latest ATI driver. You may want to download a nightly build, with one important (unrelated to the bug) caveat: support for indirect buffers has been dropped.

Matzon

Quote from: spasi on February 02, 2010, 13:44:45
For those that missed this topic, the last two official releases have a serious bug with the latest ATI driver. You may want to download a nightly build, with one important (unrelated to the bug) caveat: support for indirect buffers has been dropped.
I'm thinking that we should make it a 2.3 release - since this is pretty significant in terms of potential "breakage"

elias4444

QuoteI'm thinking that we should make it a 2.3 release - since this is pretty significant in terms of potential "breakage"
+1 vote
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http://www.tommytwisters.com

Notch

I updated to the latest nightly build yesterday, and people are STILL reporting this.

edit:

No, it's unrelated! Seems to be GL_ALPHA_FUNC this time:
http://www.minecraftforum.net/viewtopic.php?id=6530

The line of code is:

       
glAlphaFunc(GL_GREATER, 0.0f);


princec

Is that another of the old-style fixed function pipeline methods that should be exposed by ARB_compatibility?

Cas :)

Notch


spasi

glAlphaFunc is indeed deprecated. But it isn't special in any way, I guess it's just happens to be the first deprecated function you use in Minecraft. Do you use ContextAttribs when you create the context?

Notch

Oh god.

So because of ATi I have to have fragment shaders, and maintain two separate renderer paths (one for old hardware without fragment shaders)? Why deprecated this? How can I kill them? Do old games that use GL_ALPHA_TEST suddenly no longer work on ATi cards?

No, I'm not passing any contextattribs.