LWJGL 2.8.0 Released

The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.0

LWJGL 2.8.0
General:

    • Implement new Resizing API (setResizable, isResizable, wasResized)
    • New MappedObject feature in util (think structs)
    • LOTS of random fixes for display, applet and input as well as a slew of platform specific fixes for all things in general
    • UTF-8 fixes
    • Enable applets on OS X using the java plugin2

OpenAL:

    • Updated openal-soft to latest from trunk

OpenGL:

    • Support for OpenGL 4.2
    • Merged OpenGL ES branch (no official release, must build yourself from trunk)
    • Support for INTEL_immediate_execution.
    • Support for AMD_pinned_memory.
    • Support for NV_path_rendering.
    • Support for EXT_atomic_counter_32/64
    • Support for EXT_framebuffer_multisample_blit_scaled
    • Support for AMD_sample_positions.
    • Support for AMD_blend_minmax_factor & NV_texture_multisample.
    • Added EXT_texture_storage alias.
    • Added DSA functions
    • Support for OpenGL 3.2 on MacOS X 10.7+.
    • CL/GL interop patch for mac

AppletLoader:

    • Concurrent HTTP requests when figuring out initial size
    • Support for specifyinf minimum jre by using al_min_jre attribute
    • Support for optional mac arch specific natives, al_mac32, al_mac64, al_macppc
    • Implemented headless mode. Use the “al_headless” parameter to enable it
    • Fix/workaround for the double security dialogs issue on OS X

Build:

    • Miscellaneous maven patches to allow lwjgl to be published to a maven repository

Download: https://sourceforge.net/projects/java-game-lib/files/
Changelog: http://www.lwjgl.org/changelogs/2.8.0-changelog.txt

Remember to donate :wink:

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.

Great job on the update! It’s nice to see LWJGL grow and get better every day! :slight_smile:

Great news ;D

Is it for Arm devise ? Linux (aka Pandora), Android ? Can I have a little more detail ?

Yea, a new version. Have to try the MappedObjects stuff =)
Thanks alot for all the effort.

Hurrah! Well done you all.

Cas :slight_smile:

[quote=“Bonbon-Chan,post:3,topic:37346”]
Yes, it can work on any Linux-based device and on ARM CPUs. It has been tested on Windows & Linux using an ES emulator. It has also been tested on a Tegra 2 based (Linux+ARM) handheld console, that never made it to market. Actually, that console was the reason an ES version was developed in the first place.

The only inconvenience is that we don’t provide an ES/ARM build. People interested need to checkout LWJGL and build on their own.

OpenGL 4.2?! I’m aroused.