LWJGL 2.8.5

The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.5

LWJGL 2.8.5

LWJGL:

- Fix: Matrix*f.negate(Matrix*f dest) methods in Matrix2f, Matrix3f and Matrix4f classes
- Fix: issue with get x/y returning client-area coords (Windows)

OpenAL:

- Fix: Changed ALC10's alcGetString and alcOpenDevice to use UTF8 decoding/encoding
- Fix: Updated to nightly openal-soft (785f52aa29d...)

OpenGL:

- Add: Support for OpenGL 4.3 and OpenGL ES 3.0
- Add: Support for AMD_shader_trinary_minmax, INTEL_map_texture and NV_draw_texturem EXT_multiview_draw_buffers, AMD_sparse_texture, APPLE_sync, EXT_copy_texture_levels, EXT_map_buffer_range, EXT_shader_framebuffer_fetch, NV_compute_program5, NV_shader_storage_buffer_object, NV_shader_atomic_counters, NV_deep_texture3D, QCOM_binning_control, AMD_query_buffer_object
- Fix: GLContext.getCapabilities throw a RuntimeException instead of returning null when there's no GL context current in the current thread
- Fix: Removed some re-defined GL11 enums
- Fix: Removed ARB_debug_group, ARB_debug_label and ARB_debug_output2

OpenCL:

AppletLoader:

- Fix: NumberFormatException when parsing version string on an EA or beta JVM

Input:

- Fix: KEYBOARD_SIZE issue
- Fix: Translate extended keys before the state check
- Fix: Lost key up events when Display is out of focus (Windows)

Eclipse:

Download: https://sourceforge.net/projects/java-game-lib/files/
Changelog: http://www.lwjgl.org/changelogs/2.8.5-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 everybody! Hopefully the Mac+Java7 fix is finalized and working soon so we can start focusing on LWJGL 3.0.

Although this thread is 2 months old, I just wanted to personally say THANK YOU for this library.

You see, I am a noob coming into the JAVA world. I have ready many many threads, posts and what not where there is an APPARENT war between JOGL and LWJGL. But from a person who is barely 4 weeks into JAVA, I have seen a LOT more support for LWJGL then I have for JOGL. In fact, there are tons of video tutorials on youtube JUST for LWJGL and one of them has the slick library integration with it. JOGL had 1 set of tuts, in non-english and I had no clue what I was looking at when I watched the videos. There was no actual help for JOGL. I went to the website, and it “looked” dead, whether it is or not.

Now with this said, bottom line, Whether JOGL or LWJGL is better or not is irrelevant, I can say from a person coming into this that LWJGL has more support videos and help for us noobs that makes it above the other for this reason alone. I have been using OpenGL for years, but had no clue how to use it in JAVA.

So I wanted to say again, THANK YOU… I would never have gotten into JAVA if it wasn’t for this library.