This class was written in 2004 and the aligned versions were added in LWJGL 3. I agree about consistency, it’s an important attribute for any library.
Question: On the lwjgl getting started page it says “Attach the LWJGL javadoc and source archives to the LWJGL library (optional, but hightly recommended)”.
Can anyone explain in more detail how I do this. Im having trouble trying to attach the javadoc.
EDIT:
Nevermind, I think I got all figured out. ;D
So for a project that is starting now, is using lwjgl 3 a good idea? Or is using 2.x and porting later the recommended route.
lwjgl 3, It will be worth it in the future
There are a lot of differences in the windowing API, that would take a lot of time to port old projects. I recommend using the nightlies and update with every nightly to test if yours work with the nightly.
The windowing system init is usually a pretty trivial part of a game’s codebase. It should take a few minutes to move to LWJGL3 from LWJGL2.
Cas
i’m worrying about swing interop >.<
If you need AWT/Swing interop, my advice would be to stick with LWJGL 2.
Technically, you could implement LWJGL 2’s interop behavior using LWJGL 3’s bindings to OS APIs, but that’s such a low priority for 3 that it’ll probably have to be a contribution from someone else.
I’m getting a bug occasionally when I call [icode]glfwCreateWindow()[/icode] with nightly #20. Here’s the stackstrace. http://pastebin.java-gaming.org/2bc5f93331617
It only occurs occasionally, not always, and I’m not sure of the reason. That is the first function I call in my engine, even before the game loop starts.
[quote=“SHC,post:54,topic:51150”]
Does launching the JVM with [icode]-XstartOnFirstThread[/icode] fix the crash?
Using that bought me this stack trace. http://pastebin.java-gaming.org/bc5f303461715
This time, it was not occasional, but it occurred every time, I ran it 10 times, and the same thing is happening. Without the option, it works now, dunno when next crash would occur.
Are you doing anything with AWT/Swing? Also, what JVM and OS X versions are you running it on?
I’m not using any Swing/AWT features in my engine. My OS X version is 10.10.1 (Latest Yosemite). I tried adding [icode]-Dorg.lwjgl.util.Debug=true[/icode], but got no output.
Pardon me if this has already been asked, but how does one access the old javadocs? For example, I had this page open, but it has since become a 404: http://www.lwjgl.org/javadoc/index.html?org/lwjgl/input/Mouse.html
Thanks!
My game is only 2d, and I’m targeting very broad, very old specs. I have, for example, a computer from 2009(!) that only supports OGL 1.4 apparently. Though I’m just going for 2.1 or something so I can use fragment shaders, unless I have it in me to try and mess with extensions to get those working on 1.4, too.
Would I benefit at all from moving to the new LWJGL?
Just a note about one line of code that is wrong in the Guide:
at line 41:
glfwSetErrorCallback(errorCallback = errorfunPrint(System.err));
should be:
glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err));
[quote=“goblinJoel,post:61,topic:51150”]
Yes, LWJGL 3 does not force the use of new OpenGL features and works equally well on old hardware. The primary benefit would be moving from the old Display to GLFW.
Thanks, fixed.
The LWJGL 3 wiki now has a tutorial section and the first tutorial is up: Ray tracing with OpenGL Compute Shaders (Part I), authored by Kai Burjack.
any significant advantages over JOGL2?