Im starting a colaborative JOGL which as the name says can be extended by anyone. If you want to add something to the howto follow the index structure i will write next and post your question/solution here with code examples in JOGL if possible. You can also add more questions to the howto.
I have inspired myself on an old opengl guide. The OpenGL Quick Reference Guide and important sections related to project management and configuration.
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About JOGL
1.1. What is JOGL?
1.2. Where can i download JOGL?
1.3. Where can i find JOGL documentation and tutorials?
1.4. How can i contribute to JOGL?
1.5. How does JOGL performance compares to native OpenGL applications?
1.6. How much features JOGL supports in comparision to OpenGL native applications?
1.7. Where can i find a list of know issues or bugs related to JOGL? -
Conventions and Distribution
2.1. How is JOGL packaged?
2.2. What is the naming convention used for methods in JOGL?
2.3. How do i translate OpenGL data types into JOGL data types?
2.4. How do i translate OpenGL function calls into JOGL method arguments?
2.5. What files compose the JOGL package?
2.6. How can i distribute my JOGL application on the net?
2.7. What options should i apply to the java vm to run a JOGL application? -
External Support Apis
Assume these applications will support a game or similar very demanding applications. Apis that can standalone or are less dependent of another software environment are more apropreate for this case.
3.1. What apis can i use with JOGL for common math?
3.2. What apis can i use with JOGL for vector and matricial math?
3.3. What apis can i use with JOGL to handle tasks and control time?
3.4. What apis can i use with JOGL to read input from hardware devices?
3.5. What apis can i use with JOGL to load,save and play audio?
3.6. What apis can i use with JOGL to load, save and use image data?
3.7. What apis can i use with JOGL to simulate physic environments?
3.8. What apis can i use with JOGL to handle a GUI environment?
3.9. What apis can i use with JOGL to handle a scenegraph?
3.10. What apis can i use with JOGL to load, save and use 3d objects?
3.11. What apis can i use with JOGL to load, save and bind xml files to java object?
3.12. What scripting languages are best suited to use with JOGL?
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Configuration and Debug
4.1. How do i configure Eclipse to develop my JOGL application?
4.2. How do i configure Netbeans to develop my JOGL application?
4.3. How do i analise the performance of my JOGL application?
4.4. How do i analize the memory usage of my JOGL application? -
Basic Application
5.1. What is a typical initialization method(s) for JOGL?
5.2. How should i use JOGL callbacks?
5.3. Is there an alternative framework for running JOGL applications without using callbacks?
5.4. How do i read input devices from JOGL?
5.5. How do i query and control time in JOGL?
5.6. How do i handle error messages in JOGL?
5.7. How do i query and use extensions in JOGL?
5.8. How do why query the system to discover video and graphics card capabilities?
5.9. How do i configure the video mode to run my JOGL application? -
Display Control
6.1. How does a typical render cycle works
6.2. How do measure fps within a render cycle
6.3. What should i know about buffers and buffer swaping?
6.4. What should i know about OpenGL hints?
6.5. What are the most common methods for JOGL display control? -
Drawing
7.1. How does a typical render operation works in JOGL?
7.2. What methods can i use and can’t use within a glBegin/glEnd block?
7.3. What should i know about the OpenGL fixed rendering pipeline?
7.4. What are the most common methods for JOGL basic drawing? -
Display Lists
What should i know of
Most common methods -
Transformations
Tyical modelview transformations
Most common methods -
Perspective
Tyical perspective transformations
Most common methods -
State and Options
Most common methods -
Lighting
Most common methods -
Texturing
Loading textures
Selecting video mode
Most common methods -
Blending and Fog
Most common methods -
Advanced Rendering Techniques
Shadows -
Advanced Modeling Techniques
Primitives
Composition
NURBS
Splines -
Advanced Picking Techniques
Detecting collision -
Basic Shaders
Basics on configuration and using a very simple shader