LWJGL 2.8.4 released

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:

- Fix: LWJGL info and test view are now sorted into category "general" (otherwise they are not visible in Eclipse 4.2)
- Fix: Fixed problem with InfoView, also see https://bugs.eclipse.org/bugs/show_bug.cgi?id=367718

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

Thanks for all the hard work! Hopefully this will reduce the number “zomg my game is stuttering with Display.sync(60) fiiiiiiiixxxxxx” threads being created. xD And I so look forward to trying out NV_bindless_texture if I manage to get my hands on a 600 series card…

Big thanks from our side as well, great stuff!

There’s an LWJGL Eclipse plugin?!? O_o

Dude… I thought exactly the same!

Anyway, very nice! Was hoping for a new official version with the sync update :slight_smile:

I rarely to starightly use LWJGL but yeah*!

*) because other libs like LibGdx will update too. Dunno about others.

Looking great! I love using the LWJGL library, it has a certain ‘feel’ that I don’t quite get from many other libraries.

All praise from this direction. :smiley:

I wonder if I can replace Slick2D dist’s lwjgl lib with new one? (updating by myself).

The eclipse plugin has been handled by Jens v. Pilgrim for a while. More info here: http://wiki.eclipse.org/LWJGL_Plugin

Yup, I’ve tried that and it works fine.

Yep – highly recommended.

The lwjgl in Slick is old, it’s due for an update.

Awesome! Fixes for resizing/maximizing issues!!!

Thanks for all the updates :slight_smile:

I hope it’s the same issues that my players have been complaining about :slight_smile: Great update, I’ll put it in with the next version of my game.

Mike

To make it clear, I just need to overwrite native-win32.jar only. (?)

Also on lwjgl wiki I find that we can set it up like usual lwjgl project but replace lwjgl.jar with slick.jar.

No, you need to replace lwjgl.jar and the *.dll files (and natives for other platforms) to make it work. native-win32.jar only contains the native files which can be handy for deployment (webstart, applet, etc).

I see. Thank you.

Yup, the new Display.sync() is a pretty bad ass implementation (probably as good as it gets from the java side). Highly accurate while at the same time won’t totally kill your CPU/battery.

Looks like a pretty nice extension, some ppl are already claiming that its 50% faster than rebinding textures on scenes that use many textures. Pity its Nvidia Kepler+ only atm so will be a few years before its widespread enough to target.

It might not even get supported in the near future for AMD GPUs either…

mod: removed spoiler

EDIT: to explain: they dropped linux support… the catalyst drivers for archlinux are a complete mess … -.-

CLEAR! (Resurrecting…)

Found a small annoying little bug, or actually, I’ve been living with it for a while because it’s so minor. GL_RED is declared in both GL11 and GL30, causing a conflict when statically importing both of them. It should only be declared in GL11.