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Author Topic: LWJGL 2.8.4  (Read 69042 times)

Matzon

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LWJGL 2.8.4
« on: June 03, 2012, 19:00:57 »

The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.4

LWJGL 2.8.4

LWJGL:
  • Add: Replace Display.sync(int fps) with an even better implementation, special thanks to Riven
  • Add: Added the new public API's Display.getX() and Display.getY()
  • Fix: Fixed issue with Display.wasResized() and setParent
  • Fix: Fix Display.getWidth() and Display.getHeight() to return the correct values on OS X when the window has been resized
  • Fix: Fix for white border
  • Fix: Fix for maximize issue
  • Fix: Fix for resizable / resize issues

OpenAL:
  • Fix: Upgraded to OpenAL-Soft 1.14 on all platforms. This is the first time OSX is using OpenAL-Soft.
   
   
OpenGL:
  • Add: Support for: AMD_vertex_shader_viewport_index, AMD_vertex_shader_layer, NV_bindless_texture, NV_shader_atomic_float
  • Add: Implement GLX_EXT_swap_control for Linux
  • Add: Added AMD_stencil_operation_extended
  • Fix: GL spec 20120427 updates

OpenCL:
  • Add: Added INTEL_thread_local_exec OpenCL extension
  • Add: Added support for AMD_media_ops2
  • Fix: Fixed clEnqueueNativeKernel crash
   
AppletLoader:
  • Fix: Fixed issue with applets on linux with Java 7 where the natives where LWJGL natives were failing to load
  • Fix: Fix to ensure a jar file download is attempted 3 times even if it throws some download exception
  • Fix: Add further checks to prevent Java default caching

Input:
  • Add: Expose JInput's rumble functionality in LWJGL's Controller class
  • Add: Updated Mouse implementation to support more buttons (max 5 on windows, and 256 on linux)
  • Fix: Fix Mouse.getDX() and Mouse.getDY() values when mouse moves outside Display window & clipping is on
   
Eclipse:

Download: https://sourceforge.net/projects/java-game-lib/files/
Changelog: http://www.lwjgl.org/changelogs/2.8.4-changelog.txt

Remember to donate ;)

Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.

Fool Running

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Re: LWJGL 2.8.4
« Reply #1 on: June 04, 2012, 12:59:01 »

Very nice. Keep up the good work. 8)
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princec

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Re: LWJGL 2.8.4
« Reply #2 on: June 05, 2012, 08:43:14 »

Hurrah!

Now, we must figure out how to fix the mouse contraint stuff!

Cas :)

Obsyd

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Re: LWJGL 2.8.4
« Reply #3 on: June 05, 2012, 15:54:44 »

Thanks for your hard work guys!  :)
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CodeBunny

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Re: LWJGL 2.8.4
« Reply #4 on: June 05, 2012, 16:01:11 »

Very nice. :D
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Advokara

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Re: LWJGL 2.8.4
« Reply #5 on: June 18, 2012, 18:18:09 »

May I suggest adding glUniform arrays? Or is there a reason they aren't implemented. Other than that! Its a perfect library and I love using it! :D
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kappa

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Re: LWJGL 2.8.4
« Reply #6 on: June 18, 2012, 18:52:01 »

May I suggest adding glUniform arrays? Or is there a reason they aren't implemented. Other than that! Its a perfect library and I love using it! :D
You can use arrays with glUniform, you just need to put the array into a NIO buffer before you pass it to LWJGL.
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