Testers needed for jPCT->LWJGL

Hi,

i’m adding support for OpenGL via LWJGL to http://www.jpct.net right now. If you have LWJGL 0.4 installed, i would be very happy if you would download http://www.jpct.net/download/opengltest.zip and tell me if it runs at all and if it looks somehow like http://www.jpct.net/pics/opengltest.jpg.
My problem is, that i do own three machines but all of them have Geforce cards in them…so i’m not sure if it runs on other hardware.
BTW: the test application opens a 64048032 window on the desktop to do the rendering. So your desktop has to be set to 32bit for it to work.

Edit: I does require a card that supports 32bit textures…at least i think it does…i can’t test it…

Edit 2: I’ve uploaded a new version that can be run in software mode too (for comparision or just for fun). Use the batchfile “*_software.bat” for windows or add the parameter “software” to your call to start in software mode.

hmm - having all sorts of problems running it - how do you load lwjgl classes and dll?

standing in a directory, I can do:


java -cp .;lwjgl.jar; Nehe23

to run Nehe demo 23 - works like a charm
doing the same, but:


java -jar terraingl.jar
or
java -cp .;lwjgl.jar; -jar terraingl.jar

gives me a:


Exception in thread "main" java.lang.NoClassDefFoundError: org/lwjgl/opengl/Core
GL
        at java.lang.Class.forName0(Native Method)
        at java.lang.Class.forName(Class.java:140)
        at com.threed.jpct.FrameBuffer.enableRenderer(FrameBuffer.java:377)
        at TerrainGL.Main(TerrainGL.java:246)
        at TerrainGL.<init>(TerrainGL.java:66)
        at TerrainGL.main(TerrainGL.java:70)

adding lwjgl to boot path solves this, however then it can’t find the dll:


java -Xbootclasspath/a:lwjgl.jar;lwjgl.dll  -Djava.library.path=.\ -cp .; -jar terraingl.jar


Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.libr
ary.path
        at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1403)
        at java.lang.Runtime.loadLibrary0(Runtime.java:788)
        at java.lang.System.loadLibrary(System.java:832)
        at org.lwjgl.Sys.initialize(Unknown Source)
        at org.lwjgl.Sys.<clinit>(Unknown Source)
        at org.lwjgl.opengl.BaseGL.<clinit>(Unknown Source)
        at com.threed.jpct.GLRenderer.init(GLRenderer.java:50)
        at com.threed.jpct.FrameBuffer.enableRenderer(FrameBuffer.java:379)
        at TerrainGL.Main(TerrainGL.java:246)
        at TerrainGL.<init>(TerrainGL.java:66)
        at TerrainGL.main(TerrainGL.java:70)

Hmmm…i just copied all lwjgl-stuff into the lib/ext directory in my Java-dir and it works this way on every system i tried.
Try to “unjar” terraingl.jar and start TerrainGL.class directly. Maybe that helps.

yeah - that worked, though I needed to use the jre java executable…

running fine, a bit dark though - getting ~ 43 fps on my cel 366@550 + GeForce 2 mx

I read that using the -jar switch make java ignore the CLASSPATH env and -cp/-classpath switches. I think you need to add Class-Path attribute to the jar’s MANEFST file for the jar to pick up other jars in the same directory.

I always run my lwjgl project with:

java -cp lwjgl.jar:project.jar org.blargh.ProjectMain

that way, the “main” jar is just part of the classpath and the ordinary classpath still works.

  • elias

So in this case (and for Windows…";" instead of “:”) that would be

java -cp lwjgl.jar;terraingl.jar TerrainGL

Works great for me here, well done! Shame I haven’t got anything more exotic to test it on.
Hardware version uses 60% CPU and gets 60fps framerate; software manages about 15fps @ 100% CPU, which makes your software renderer only 1/7th the speed of the hardware renderer - pretty damned impressive really.

WinXP Pro, Geforce 2Go, 1.2GHz PIII-M, 512MB RAM, server VM 1.4.1_01

Cas :slight_smile:

Runs 100 fps in opengl mode and works fine. Software mode only runs 10 fps.

Redhat 8.0, athlon 700, 512 mb ram, geforce 2 mx, nvidia drivers version 4191.

The fps counter in software mode flickers alot - is that intentional?

  • elias

[quote]The fps counter in software mode flickers alot - is that intentional?
[/quote]
YEs, it flickers…but it’s just a test, so i don’t care about it. Anybody with non-NVidia hardware out there?

made the test on a radeon 9000/ PIV 2.2ghz, java 1.4.1_01 from sun, win xp, 512MB ram.
184 to 196 FPS on hardware
16 to 26 FPS on software.
Works very well, no errors, no rendering problems.

Oh, and i can make the test on a radeon 7500 if you like, but i don’t think it will be useful.

[quote]Oh, and i can make the test on a radeon 7500 if you like, but i don’t think it will be useful.
[/quote]
If that’s possible without too much effort, i would really appreciate it. The more the better ;D

Linux 1.3GHz Athlon, GeForce2, 177-188fps.
Great job! jPCT was the best software only 3D API I could find for Java. I like the fact that it comes with MD2 and 3DS model loaders. Now with hardware accel I think it’s the easiest way for someone to make a fast 3D game.

My environment and framerates here:
Current mode:640 x 480 x 24 @60Hz 0bit alpha, 24bit depth, 0bit stencil
FPS: 4 frames
Celeron 500/256MB, Matrox Millennium G400

Probably I cannot find a decent Java-based graphics engine, that could be run smoonthly on my Cel500Mhz :frowning:

[RunDemo.bat]
set cp=terraingl.jar
set lwjgl=…\lwjgl-0.4\lwjgl.jar
set lwjgl_dll=…\lwjgl-0.4
c:\j2sdk1.4.1_01\bin\java -Djava.library.path=%lwjgl_dll% -cp %cp%;%lwjgl% TerrainGL

I doubt that your Cel. ist the problem. The problem is most likely your G400. Try something different or at least to update the drivers for it. A Cel. 500 has to be much faster than that. Look at the post above where Matzon got 43fps on a Cel. 550 with GF2MX.

Edit: is the colordepth of your desktop 24bit?

I also had problems getting it started, but “java -cp lwjgl.jar;terraingl.jar TerrainGL” worked :slight_smile:
The program runs at 7 fps on my laptop:

1GHz PIII, 240MB RAM, 16MB shared memory video, not accel.

It looks great and I think I’m going to check JWJGL the next days…
Going to run your program on my other system later, too.

Greetings, Adam.

Passed. :slight_smile:
hardware: 110-119 FPS
software: 13-17 FPS
That was on a PIII 1.1GHZ, with a radeon 7500 (mobility M6) on a compaq presario 2700.

Two things to say:

  • Nice results for the hardware modes…
  • PIV sucks. My other laptop has twice (!!!) the frequency, next (de)generation processor, faster memory, better graphic board, better chipset, and it is not able to at least make 100% better than PIII. lame. Moreover it heats like an oven. i hate my PIV…

I also tested it on my second machine now… so here are my results:

Laptop: PIII 1000, 240MB, 16MB shared memory (SIS 630s).
It runs 7fps in OpenGL mode and 12fps ins software mode.

Workstation: AMD Athlon 1.4GHz, 256MB, 64MB GeForce 2 GTS.
75fps in OpenGL and ~20fps in software mode.

Ciao, Adam.

[quote]Edit: is the colordepth of your desktop 24bit?
[/quote]
Yes, I use 24bit colors. I tried 16bit mode, but gave me “This application requires a greater colour depth.” error message.

32bit mode gives “This application requires a greater depth buffer depth.” error.

I have 1024x screen resolution.

Then I added software parameter and game me 6-7 fps (displayed at the top-left corner now, not in an another floating window).

[quote]Yes, I use 24bit colors. I tried 16bit mode, but gave me “This application requires a greater colour depth.” error message.
[/quote]
Then i suggest to try another OpenGL application that runs in a window and see how it runs. Either your graphics card/driver has a problem with doing OpenGL in a window (or doing OpenGL at all) or something with your setup is wrong. Your performance in OpenGL mode is much too low. The 6-7 fps in software mode sound realistic though.