JoGL ports: Post them here

I’ve been a read-only user of these forums for a while now, but since I’ve seen more and more of projects related to making a Quake3 BSP viewer/engine, i thought i’d post the progress of my own venture into this area.

I am working with the arkanae team (http://arkanae.org/ on the 3D engine. Here is a sample of what I have so far of the renderer.

http://arkanae.org/~bakchuda/app/

It’s a web start app, and I would encourage anybody who tries it out to click on the button for the “Dungeon Test” map, since it is a simple show of the features I have finished of this BSP viewer.

Here is a summary of what I have working so far:

Meshes
Textures
Lightmaps
Potential Visibilty Sets
Partial shader support (textures, animated textures, alpha functions, color shifting)
Curved meshes
embedded models

and maybe some other things i’ve left out.

Also working on getting my MD3 object viewer up as a web start app, and hopefully combining the two at some point.

Any feedback would be most appreciated, either via email or the forum.

And should anybody be intersted in the arkanae project, the java.net project is also available: http://arkanae.dev.java.net

(sorry about the gratuitous plugs :slight_smile:

Andy Lubbers

“Some mornings, it just doesn’t pay to eat through the leather straps” – Emo Phillips

loads nothing happens. just a white frame…

NeHe lessons 1-30 are all done now. I also integrated lesson 44.
http://pepijn.fab4.be/nehe/index.html

GLExcess 1.0 (http://www.glexcess.com/)
Paolo Martella was nice enough to release the source code of his benchmark to the public. I checked with him, and he said I could release a port under the GPL, so here it is.
http://pepijn.fab4.be/nehe/glexcess.jar

[quote]GLExcess 1.0 (http://www.glexcess.com/)
Paolo Martella was nice enough to release the source code of his benchmark to the public. I checked with him, and he said I could release a port under the GPL, so here it is.
http://pepijn.fab4.be/nehe/glexcess.jar
[/quote]
Most impressive port so far, you now set the standard high enough to make my new port look like ****
:’(
Good job bud :slight_smile:

after seeing this demo I felt like typing rm -rf /* and getting into sport-fishing … :frowning:

I thought it was pretty cool too. Wish I could come up with this stuff myself ;D. If you take a look at the code, it’s pretty amazing how this is all programmed. Every scene is one big method with a float variable ‘timer’ running the entire thing. I personally had expected to find some scripts or something…

Pure shadow volumes craziness
Seriously though, I spent over 15 hours in between yesterday and tonight doing that port ::slight_smile:
PS; Make sure you take a look at the readme file to know the key mapping :slight_smile:

I downloaded Nehe tutorial demos and tested those.
But it didn’t work.
(I couldn’t see no window on windows mode and
could see just a white screen on full screen mode)
On windows mode, I’ve encountered the following message.
; 2003-10-28 20:23:18.941 java[478] invalid drawable

What’s wrong with me?
I tested these on Mac OS X 10.3 with September 5th build JOGL.
Please give me a advice.

tsjung75, see http://homepage.mac.com/gziemski/projects/

BTW. Has anyone had a go at Arcball tut 48… always the way, the interesting one is the new one…

[quote]I downloaded Nehe tutorial demos and tested those.
But it didn’t work.
(I couldn’t see no window on windows mode and
could see just a white screen on full screen mode)
On windows mode, I’ve encountered the following message.
; 2003-10-28 20:23:18.941 java[478] invalid drawable

What’s wrong with me?
I tested these on Mac OS X 10.3 with September 5th build JOGL.
Please give me a advice.
[/quote]
I’m using the November build of JOGL from the web link above [edit I mean on the bottom of page 2…doh] and I get the same results with all of Java Cool Dudes apps. :frowning:
Martian Madness and the Xith 3d demos run fine.

http://www.JavaGaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1067973601
Gerard Ziemski already fixed these some time ago. As he posted, there seems to be a problem with Frame.pack() on osx. I integrated the workaround he suggested in my own version of the code and this seems to help for the windowed mode. I still can’t get the fullscreen mode to work properly. I’ll look into that this weekend. I’ve uploaded the fixed windowed version to my server.

Sorry if this has come up before but I didn’t get any hits searching…be forewarned–I’m a JOGL newbie.

I can’t seem to get Lesson01 to go.

September JOGL binaries.

Mac OS X v10.3.2

Java 1.4.1 (all current according to Software Update)

Selecting “Windowed” or “Full Screen” gives me the following:

Java couldn’t paint in Java_apple_awt_CRenderer_doRect, no focused view.
dyld: java can’t open library: /System/Library/Frameworks/JavaVM.framework/Versions/1.4.2/Libraries/libjawt.dylib (No such file or directory, errno = 2)
Trace/BPT trap

Which is true–there is no “1.4.2” library directory. The latest I have is 1.4.1.
???

photon, Lesson1 does just launch a blank screen… so if this is what you get it’s actually working!! (‘Windowed’ mode).

re the error message, check http://developer.apple.com/java/faq/#known_9 – advising that you can probably safely ignore this message.

Thanks for the response but no, I get the library error instead of a blank window.

I found the problem–in my haste I dragged the 1.4.2 libjogl.jnilib file into the Extensions directory instead of the 1.4.1 file.

And Viola! An empty window never looked so good!

;D