JOGL OSX Status

Its working on Developer Preview. The binaries I built before run without incident as well as the ones that came off the site. Outside of some of the nVidia specific demos, everything seems to run without issues.

Cool!.. I just wish I didn’t have to wait for Panther to use it :(… not to mention all the users that will need to upgrade the OS before they can be potential customers.

Unfortunately Apple has made the choice to change the jawt_md.h files so we just have to roll with it (now you see why window mode wouldn’t be supported for LWJGL on OSX - too painful). The other downer is that we’ll have to code in cocoa… guess I need to learn another language :-/

Sorry, I don’t understand the implications here. Does this mean most end users with OS X arn’t going to be able to play JOGL based games?

Kev

That seems to be the current situation. It only works on a Mac OS that hasn’t been released. Add to that the need for the users to upgrade when it is released and you can see that it may take some time before JOGL is a practical solution to get at the Mac market.

Ugggh

I waited in vain for Java3D to be supported on a Mac and now we are having problems with JOGL?

There are games that run on the current Mac OS in production you can buy at the store, so I assume it is possible to run graphics programs on the current version of the Mac. What about JOGL requires that we run on Panther?

well JOGL works cool on 10.3 i can tell u. i havent had any problems with it so far. i am sure apple dudes are on the case this time… its top to is it working at the same time as other platforms… result!

Something was done in the way JAWT works to make it more efficient. As I understand it without the new OS support interacting with AWT would be more difficult and less efficient.

Fullscreen the way it is done via LWJGL wouldn’t have the same problem… but Mac development on LWJGL seems to have stalled.

The dude (an Apple engineer) that was doing the port was around these parts… I think you could find a post or two from him regarding his JOGL port.

The OSX native headers are changing for JAWT. They are going to expose a more efficient mechanism for drawing - NSView as opposed to NSWindow. LWJGL doesn’t have to deal with this because I create a native full screen window for LWJGL in that port so one doesn’t have to deal with these issues at all. This is a huge benefit for the way LWJGL does things because you aren’t tied to the implementation of the AWTDrawingSurface. This isn’t to say that a port of JOGL couldn’t be done that ran on 10.2, but clearly there is little incentive to do so since 10.3 is supposedly only a couple of months from release.

However, the Developer Preview is fairly unstable after dealing with it for a sizable amount of time so I definitely don’t recommend that anyone else expose their machine to it if they can avoid it (develop in Windows - it will work properly when you port over).

Mac development of LWJGL hasn’t stalled - its just focussed on the one area that both APIs need… a native input system. It wasn’t until XCode that I could stomach writing native code on the Mac enough to really make decent progress and I’m working with Jeff to understand how to plug in the (now completed) native pieces into JInput so that JOGL and LWJGL can access input devices cleanly on OSX.

Awesome!

I volunteer to help test the input bindings.