[quote]I don’t see image or buffered image in constructor parameter.
[/quote]
As LWJGL is completely independant of awt, you will never ever see any use of any awt classes in the lwjgl core.
[quote]As LWJGL is completely independant of awt, you will never ever see any use of any awt classes in the lwjgl core.
[/quote]
:
Actually, while the display and input subsystem is AWT independant, there is some AWT stuff in LWJGL - mainly utility methods such as clipboard stuff, which is implemented natively on win32 and using Java in all other (will default to use Java actually).
Looks Great … Keep up the good work. ;D
I stand corrected
I guess that’s ok as long as it works without awt on windows. But I hope that lwjgl will stay away from awt to allow native compilation and stripped vms.
I downloaded a separate files, but the following error was thrown after I chose JOGL renderer from the startup menu.
Game Exception on RoboticsWar v0.6
----------------------------------
java.lang.VerifyError: (class: com/golden/gamedev/engine/audio/MidiRenderer, method: <clinit> signature: ()V) Incompatible object argument for function call
at com.golden.gamedev.Game.initEngine(Unknown Source)
at com.golden.roboticswar.RoboticsWarSettings$1.initEngine(RoboticsWarGame.java:221)
at com.golden.gamedev.Game.i(Unknown Source)
at com.golden.gamedev.Game.start(Unknown Source)
at com.golden.gamedev.GameLoader.start(Unknown Source)
at com.golden.roboticswar.RoboticsWarSettings.start(RoboticsWarGame.java:245)
at com.golden.gamedev.funbox.GameSettings.run(Unknown Source)
at java.lang.Thread.run(Thread.java:534)
Java Version : 1.4.2_04-b05 Sun Microsystems Inc.
GTGE Version : 0.2.1
Environment : JOGL Windowed Mode [640x480] with VSync
Operating System : Windows 2000 5.0
Okay I give it a go, thanks tom! Lwjgl 0.95, need to download it again then, I use 0.94
But what’s the meaning of if native cursor supported in the documentation of Mouse.setNativeCursor method?
I don’t want to use it if it’s only working in Windows OS.
And what is Mouse.setGrabbed anyway? What is grabbed in there means? Is that means the mouse is fully thrown out from the game or what?
What the? MidiRenderer? Incompatible object argument for function call in signature ???
How about Java2D and LWJGL, is it runs fine?
And don’t forget to extract the DLL from LWJGL and JOGL native lib and put it in the same directory.
Hmm I don’t know what is that, perhaps that cause the JOGL can’t play in your pc.
Wow, this what I’m looking for
But how reliable is this anyway?
From the documentation said: whether native cursor is supported and the code that need to be surrounding with try catch sounds like mostly this method would fail.
If setMouseGrabbed is far more reliable than setNativeCursor I guess I will stick with setMouseGrabbed instead.
PS: I don’t need to upgrade to LWJGL 0.95, just need to edit Cursor.xxx to Mouse.xxx
I don’t know if setNativeCursor works on linux or mac. You could try aksing the quiestion in the lwjgl thread.
But the best solution would be to first try setNativeCursor. If that fails you use setMouseGrabbed. That way you get the best that is available.
Great idea! I will try to setNativeCursor first and then setMouseGrabbed if setNativeCursor is failed.
Thanks!