here it is, first i had some trouble to work with lwjgl but now it work correctly … hm now it statet to read some tutorialcode stuff and try’d what you see here, it work great but i dont see this …
GL11.glBegin(GL11.GL_TRIANGLES); // Drawing Using Triangles
GL11.glColor3f(1.0f,1.0f,1.0f); // Set The Color To White
GL11.glVertex3f( 0.0f, 1.0f, 0.0f); // Top
GL11.glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
GL11.glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
GL11.glEnd();
… whats wrong ?
Thank you all,
davidb 
//-Djava.library.path=C:\Daten\Programme\L\lwjgl-win32-0.94-2\lwjgl-win32-0.94
public class Game {
private static final String GAME_TITLE = "Basic Game Framework";
private static final int FRAMERATE = 60;
private static boolean gameRunning;
//private static enum gameStates {INIT, RUNNING, EXIT};
//private static gameStates gameState;
/** Settings for the desired display/window size */
private int displayWidth = 800;
private int displayHeight = 600;
private int displayBPP = 16;
/** Should the game run in fullscreen? */
private static boolean fullscreen = false;
/**
* Initializes the game and sets it running by entering the main game loop.
* After the main loop is broken from within it cleans everything up.
*/
public Game()
{
/**
* Initialize the game
*
* < 1.5: Delete the line "gameState = gameStates.INIT;"
*/
gameRunning =false;
initDisplay();
initGL();
initGame();
/**
* Start the game
*
* < 1.5: Delete the line "gameState = gameStates.RUNNING;" and replace
* it with "gameRunning = true;"
*/
gameRunning=true;
gameLoop();
/** Cleanup */
Display.destroy();
}
/**
* The entry point for the game. Creates an instance of this class which
* will handle everything else.
*
* @param args The commandline arguments that are passed to the game
*/
public static void main(String[] args)
{
new Game();
}
/**
* Initialize the display. Tries to set the desired display mode as well as
* some additional parameters and creates a window.
*/
private void initDisplay()
{
/**
* Try to set the desired display mode, exit the game if it can't be set
*/
try {
DisplayMode modes[] = Display.getAvailableDisplayModes();
boolean modeFound = false;
/**
* < 1.5: The following enhanced for-loop doesn't work with Java
* versions prior to 1.5. If you're using an older version
* just replace the whole for-loop with the following:
*/
for (int i = 0; i < modes.length; i++) {
if (modes[i].getWidth() == displayWidth &&
modes[i].getHeight() == displayHeight &&
modes[i].getBitsPerPixel() == displayBPP) {
modeFound = true;
Display.setDisplayMode(modes[i]);
break;
}
}
/*
for (DisplayMode currentMode : modes) {
if (currentMode.getWidth() == displayWidth &&
currentMode.getHeight() == displayHeight &&
currentMode.getBitsPerPixel() == displayBPP) {
modeFound = true;
Display.setDisplayMode(currentMode);
break;
}
}
*/
if (!modeFound) throw new Exception();
} catch (Exception e) {
e.printStackTrace(System.err);
Sys.alert(GAME_TITLE + "Error", "Unable to set desired display " +
"mode ("+displayWidth+"x"+displayHeight+"x"+displayBPP+").");
System.exit(0);
}
/**
* Set some parameters and create the display, exit the game on error
*/
try {
Display.setTitle(GAME_TITLE);
Display.setFullscreen(fullscreen);
Display.setVSyncEnabled(true);
Display.create();
} catch (Exception e) {
e.printStackTrace(System.err);
Sys.alert(GAME_TITLE + " - Error", "Unable to initialize display.");
System.exit(0);
}
}
/**
* Initialize the OpenGL context.
*/
private void initGL()
{
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1.0);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);
GL11.glCullFace(GL11.GL_FRONT);
GL11.glEnable(GL11.GL_CULL_FACE);
}
/**
* Takes care of setting up necessary objects and creates whatever is needed
* to run the game
*/
private void initGame()
{
// This is the place to load textures, create necessary data, etc.
}
/**
* Keeps rendering the scene until broken from within.
*/
private void gameLoop()
{
/**
* < 1.5: Replace "while (gameState != gameStates.EXIT) {"
* with "while (gameRunning) {"
*/
while (gameRunning != false) {
if (Display.isCloseRequested()) {
/**
* < 1.5: Replace "gameState = gameStates.EXIT;"
* with "gameRunning = false;"
*/
gameRunning = false;
} else if (Display.isActive()) {
handleInput();
render();
Display.sync(FRAMERATE);
} else {
handleInput();
if (Display.isVisible() || Display.isDirty())
render();
}
Display.update();
}
}
/**
* Check for mouse and/or keyboard input and act accordingly.
*/
private void handleInput()
{
/**
* Instantly exit the game when ESC is pressed
*
* < 1.5: Replace "gameState = gameStates.EXIT;"
* with "gameRunning = false;"
*/
if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
gameRunning = false;
/**
* Switch between fullscreen and windowed mode when F1 is pressed
*/
if (Keyboard.isKeyDown(Keyboard.KEY_F1)) {
fullscreen = !fullscreen;
try {
Display.setFullscreen(fullscreen);
} catch (Exception e) {
e.printStackTrace(System.err);
Sys.alert(GAME_TITLE + " - Error", "Unable to switch to " +
((fullscreen) ? "fullscreen" : "windowed") + " mode.");
System.exit(0);
}
}
}
/**
* Renders the scene.
*/
private void render()
{
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
// Render your scene here
// http://nehe.gamedev.net/ test "copy'n'paste" Coding ^^
GL11.glLoadIdentity(); // Reset The View
GL11.glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And 6.0 Into The Screen
GL11.glBegin(GL11.GL_TRIANGLES); // Drawing Using Triangles
GL11.glColor3f(1.0f,1.0f,1.0f); // Set The Color To White
GL11.glVertex3f( 0.0f, 1.0f, 0.0f); // Top
GL11.glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
GL11.glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
GL11.glEnd();
}
}
