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/* Jheora |
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* Copyright (C) 2004 Fluendo S.L. |
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* |
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* Written by: 2004 Wim Taymans <wim@fluendo.com> |
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* |
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* Many thanks to |
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* The Xiph.Org Foundation http://www.xiph.org/ |
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* Jheora was based on their Theora reference decoder. |
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* |
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* This program is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU Library General Public License |
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* as published by the Free Software Foundation; either version 2 of |
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* the License, or (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU Library General Public License for more details. |
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* |
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* You should have received a copy of the GNU Library General Public |
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* License along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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*/ |
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@ -1,101 +0,0 @@ |
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Changes between JOGL 1.1.0 and 1.1.1: |
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|
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- Fixed a bug in the checking of incoming buffers' sizes to |
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glTexImage1D, glTexImage2D, and glTexImage3D. |
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|
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Changes between JOGL 1.0.0 and 1.1.0: |
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|
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- The glext.h and associated header files JOGL uses have been updated |
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to OpenGL 2.1 with NVidia's GeForce 8 series extensions. The new |
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functions are available as methods in the GL interface. |
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|
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- The developer build bundles have been changed to zip archives, so |
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instead of having to download multiple jars, you can now just |
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download the zip archive for your particular platform. The new zip |
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archives are versioned with the build date. |
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|
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- The source distribution now contains the generated sources like |
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GL.java, GLU.java, etc. for more convenient use in IDEs. |
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|
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- The chosen GLCapabilities are now exposed from the GLDrawable via |
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GLDrawable.getChosenGLCapabilities(); this functionality works on |
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all platforms even in cases where the GLCapabilitiesChooser is not |
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supported, and attempts to provide correct answers so programs can |
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make decisions based on the results. |
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|
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- The native code for the "DRI hack" (to support the open-source DRI |
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drivers on Linux and other X11 platforms) has been removed; JOGL |
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now uses the GlueGen NativeLibrary class for this purpose. |
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Reliability improvements have been made to the implementation of |
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this class; it has been confirmed as working again with ATI's |
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proprietary drivers on Linux and should also work better with |
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NVidia's drivers. |
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|
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- The GlueGen runtime classes have been removed from jogl.jar. These |
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have been factored out into gluegen-rt.jar and are referenced by |
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both the JOGL and JOAL projects. |
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|
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- Thanks to John Burkey some optimizations have been made to the |
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buffer object-related validity checks in glVertexPointer, etc. as |
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well as a buffer size query that was being made in the glMapBuffer |
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implementation. This improves performance for applications |
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performing a lot of VBO- or vertex array-based rendering, in |
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particular with the multithreaded OpenGL implementation on Mac OS |
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X. |
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|
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- The JOGL applet launcher now supports deployment of applets which |
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use both OpenGL for 3D graphics via JOGL as well as OpenAL for |
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spatialized audio via JOAL. It now prompts the user on Windows |
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platforms to allow it to enable the -Dsun.java2d.noddraw=true |
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system property for best robustness. It has been updated for the |
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changes in the GlueGen runtime classes and native library |
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structure. Some bugs have been fixed, some of which were preventing |
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different JOGL-based applets from being deployed from the same |
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codebase. The documentation and on-line examples have been updated |
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as well. |
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|
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- The TextureIO implementation has been changed to no longer copy the |
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data associated with BufferedImage TextureData objects. Instead, |
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the necessary vertical flip is now implemented by flipping the |
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texture coordinates vertically. |
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|
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- An API for updating a sub-image of a Texture object from a |
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sub-portion of a TextureData object has been added. |
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|
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- A GLContext.copy() operation has been added based on community |
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feedback. |
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|
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- Three helper classes have been added to the com.sun.opengl.util.j2d |
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package to improve interoperability between JOGL and Java 2D: |
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TextureRenderer, Overlay and TextRenderer. The TextureRenderer |
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supports drawing into an OpenGL texture using Java 2D. The Overlay |
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class provides a convenient Java 2D-based overlay on top of an |
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arbitrary GLDrawable. The TextRenderer class supports drawing of |
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Java 2D text into an OpenGL context. Thanks to Chris Campbell of |
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the Java 2D team for collaboration and to the JOGL community for |
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extensive feedback and testing assistance. |
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|
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- Various bug fixes and robustness improvements were made to the |
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GlueGen runtime, JOGL and GLU implementations. |
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|
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- Fixes to the DDSImage class were contributed by the community: a |
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bug fix to mipmap handling and support for cubemap textures. Thanks |
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to java.net user bandures. |
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|
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- TextureIO.setTexRectEnabled() and isTexRectEnabled() were added |
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based on feedback from Chris Campbell, in order to simplify the |
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writing of pixel shaders which have different samplers for |
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GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE_ARB targets. |
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|
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- Thanks to Erik Tollerud, the links to the OpenGL documentation in |
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the JOGL javadoc were revised to point to the new on-line man pages |
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in the OpenGL SDK. |
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|
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- Support for automatic mipmap generation via GL_GENERATE_MIPMAP was |
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added to the TextureIO, TextureRenderer and TextRenderer classes. |
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|
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- Windows/AMD64 binaries, including the JOGL Cg binding, are now |
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supplied. |
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|
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- Worked around breakage of JOGL with 5.0u10; see Sun bug IDs 6504460 |
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and 6333613. |
@ -1,31 +0,0 @@ |
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|
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Copyright 2007 Sun Microsystems, Inc., 4150 Network |
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Circle, Santa Clara, California 95054, U.S.A. All rights |
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reserved. |
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|
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U.S. Government Rights - Commercial software. Government |
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users are subject to the Sun Microsystems, Inc. |
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standard license agreement and applicable provisions of |
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the FAR and its supplements. |
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|
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Use is subject to license terms. |
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|
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This distribution may include materials developed by third |
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parties. |
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|
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Sun, Sun Microsystems, the Sun logo and Java are trademarks |
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or registered trademarks of Sun Microsystems, Inc. in the |
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U.S. and other countries. |
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|
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OpenGL is a registered trademark of Silicon Graphics, Inc. |
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|
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This product is covered and controlled by U.S. Export |
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Control laws and may be subject to the export or import |
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laws in other countries. Nuclear, missile, chemical |
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biological weapons or nuclear maritime end uses or end |
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users, whether direct or indirect, are strictly prohibited. |
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Export or reexport to countries subject to U.S. embargo or |
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to entities identified on U.S. export exclusion lists, |
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including, but not limited to, the denied persons and |
||||
specially designated nationals lists is strictly prohibited. |
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|
@ -1,152 +0,0 @@ |
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JOGL is released under the BSD license. The full license terms follow: |
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|
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Copyright (c) 2003-2007 Sun Microsystems, Inc. All Rights Reserved. |
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|
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Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions are |
||||
met: |
||||
|
||||
- Redistribution of source code must retain the above copyright |
||||
notice, this list of conditions and the following disclaimer. |
||||
|
||||
- Redistribution in binary form must reproduce the above copyright |
||||
notice, this list of conditions and the following disclaimer in the |
||||
documentation and/or other materials provided with the distribution. |
||||
|
||||
Neither the name of Sun Microsystems, Inc. or the names of |
||||
contributors may be used to endorse or promote products derived from |
||||
this software without specific prior written permission. |
||||
|
||||
This software is provided "AS IS," without a warranty of any kind. ALL |
||||
EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, |
||||
INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A |
||||
PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN |
||||
MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR |
||||
ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR |
||||
DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR |
||||
ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR |
||||
DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE |
||||
DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, |
||||
ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF |
||||
SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. |
||||
|
||||
You acknowledge that this software is not designed or intended for use |
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in the design, construction, operation or maintenance of any nuclear |
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facility. |
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|
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The JOGL source tree contains code ported from the OpenGL sample |
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implementation by Silicon Graphics, Inc. This code is licensed under |
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the SGI Free Software License B (Sun is redistributing the modified code |
||||
under a slightly modified, alternative license, which is described two |
||||
paragraphs below after "NOTE:"): |
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|
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License Applicability. Except to the extent portions of this file are |
||||
made subject to an alternative license as permitted in the SGI Free |
||||
Software License B, Version 1.1 (the "License"), the contents of this |
||||
file are subject only to the provisions of the License. You may not use |
||||
this file except in compliance with the License. You may obtain a copy |
||||
of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 |
||||
Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: |
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|
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http://oss.sgi.com/projects/FreeB |
||||
|
||||
Note that, as provided in the License, the Software is distributed on an |
||||
"AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS |
||||
DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND |
||||
CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A |
||||
PARTICULAR PURPOSE, AND NON-INFRINGEMENT. |
||||
|
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NOTE: The Original Code (as defined below) has been licensed to Sun |
||||
Microsystems, Inc. ("Sun") under the SGI Free Software License B |
||||
(Version 1.1), shown above ("SGI License"). Pursuant to Section |
||||
3.2(3) of the SGI License, Sun is distributing the Covered Code to |
||||
you under an alternative license ("Alternative License"). This |
||||
Alternative License includes all of the provisions of the SGI License |
||||
except that Section 2.2 and 11 are omitted. Any differences between |
||||
the Alternative License and the SGI License are offered solely by Sun |
||||
and not by SGI. |
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|
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Original Code. The Original Code is: OpenGL Sample Implementation, |
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Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, |
||||
Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. |
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Copyright in any portions created by third parties is as indicated |
||||
elsewhere herein. All Rights Reserved. |
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|
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Additional Notice Provisions: The application programming interfaces |
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established by SGI in conjunction with the Original Code are The |
||||
OpenGL(R) Graphics System: A Specification (Version 1.2.1), released |
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April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version |
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1.3), released November 4, 1998; and OpenGL(R) Graphics with the X |
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Window System(R) (Version 1.3), released October 19, 1998. This software |
||||
was created using the OpenGL(R) version 1.2.1 Sample Implementation |
||||
published by SGI, but has not been independently verified as being |
||||
compliant with the OpenGL(R) version 1.2.1 Specification. |
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|
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|
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The JOGL source tree contains code from the LWJGL project which is |
||||
similarly covered by the BSD license: |
||||
|
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Copyright (c) 2002-2004 LWJGL Project |
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All rights reserved. |
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|
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Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions are |
||||
met: |
||||
|
||||
* Redistributions of source code must retain the above copyright |
||||
notice, this list of conditions and the following disclaimer. |
||||
|
||||
* Redistributions in binary form must reproduce the above copyright |
||||
notice, this list of conditions and the following disclaimer in the |
||||
documentation and/or other materials provided with the distribution. |
||||
|
||||
* Neither the name of 'LWJGL' nor the names of |
||||
its contributors may be used to endorse or promote products derived |
||||
from this software without specific prior written permission. |
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
||||
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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|
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The JOGL source tree also contains a Java port of Brian Paul's Tile |
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Rendering library, used with permission of the author under the BSD |
||||
license instead of the original LGPL: |
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|
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Copyright (c) 1997-2005 Brian Paul. All Rights Reserved. |
||||
|
||||
Redistribution and use in source and binary forms, with or without |
||||
modification, are permitted provided that the following conditions are |
||||
met: |
||||
|
||||
- Redistribution of source code must retain the above copyright |
||||
notice, this list of conditions and the following disclaimer. |
||||
|
||||
- Redistribution in binary form must reproduce the above copyright |
||||
notice, this list of conditions and the following disclaimer in the |
||||
documentation and/or other materials provided with the distribution. |
||||
|
||||
Neither the name of Brian Paul or the names of contributors may be |
||||
used to endorse or promote products derived from this software |
||||
without specific prior written permission. |
||||
|
||||
This software is provided "AS IS," without a warranty of any |
||||
kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND |
||||
WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY |
||||
EXCLUDED. THE COPYRIGHT HOLDERS AND CONTRIBUTORS SHALL NOT BE |
||||
LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, |
||||
MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO |
||||
EVENT WILL THE COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY |
||||
LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, |
||||
CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND |
||||
REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR |
||||
INABILITY TO USE THIS SOFTWARE, EVEN IF THE COPYRIGHT HOLDERS OR |
||||
CONTRIBUTORS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. |
@ -1,45 +0,0 @@ |
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|
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Java (TM) Binding for the OpenGL (r) API, version 1.1.1 |
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------------------------------------------------------- |
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|
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This software is licensed by Sun Microsystems, as specified |
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in the LICENSE-JOGL-1.1.1.txt file. You must use this software |
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in accordance with the terms under which the code is licensed. |
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|
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|
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|
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Instructions for unzipping Java Binding for the OpenGL API, version 1.1.1 |
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-------------------------------------------------------------------- |
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|
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After downloading and unzipping the zip file containing the |
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JOGL release for your target platform, you will see the |
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following files in the top directory: |
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|
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COPYRIGHT.txt |
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LICENSE-JOGL-1.1.1.txt |
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Userguide.html |
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README.txt README file (you are reading it now) |
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|
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and the following subdirectory: |
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|
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lib contains JOGL implementation |
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|
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All of the JOGL implementation files (jar files and native |
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libraries) are in the lib subdirectory. For instructions on |
||||
how to use these implementation files to build or run a JOGL |
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program see the enclosed JOGL user guide (Userguide.html). |
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|
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|
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|
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Project source code and getting assistance |
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------------------------------------------ |
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|
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JOGL source code and project information can be found at: |
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|
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https://jogl.dev.java.net/ |
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|
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|
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Numerous answers to common questions can be found on the JOGL |
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forum: |
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|
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http://www.javagaming.org/forums/index.php?board=25.0 |
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<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML//EN"> |
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<HTML> |
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<HEAD> |
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<TITLE>Jogl - User's Guide</TITLE> |
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</HEAD> |
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<BODY> |
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|
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<H1>Jogl - User's Guide</H1> |
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|
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<P> |
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|
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<UL> |
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|
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<LI> Overview |
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<LI> Developing with JOGL |
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<UL> |
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<LI> Building the source tree |
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<LI> Local installation for development |
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<LI> Java Web Start integration |
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<LI> Applet support |
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</UL> |
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<LI> GLDrawable and GLContext |
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<LI> Creating a GLAutoDrawable |
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<LI> Writing a GLEventListener |
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<LI> Using the Composable Pipeline |
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<LI> Heavyweight and Lightweight Issues |
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<LI> Multithreading Issues |
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<LI> Pbuffers |
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<LI> GLU |
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<LI> More Resources |
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<LI> Platform notes |
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<UL> |
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<LI> All Platforms |
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<LI> Windows |
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<LI> Linux |
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<LI> Solaris, Linux (X11 platforms) |
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<LI> Macintosh OS X |
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</UL> |
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<LI> Version History |
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|
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</UL> |
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|
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<H2> Overview </H2> |
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|
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<P> |
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|
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Jogl is a Java programming language binding for the OpenGL 3D graphics |
||||
API. It supports integration with the Java platform's AWT and Swing |
||||
widget sets while providing a minimal and easy-to-use API that handles |
||||
many of the issues associated with building multithreaded OpenGL |
||||
applications. Jogl provides access to the latest OpenGL routines |
||||
(OpenGL 2.0 with vendor extensions) as well as platform-independent |
||||
access to hardware-accelerated offscreen rendering ("pbuffers"). Jogl |
||||
also provides some of the most popular features introduced by other |
||||
Java bindings for OpenGL like GL4Java, LWJGL and Magician, including a |
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composable pipeline model which can provide faster debugging for |
||||
Java-based OpenGL applications than the analogous C program. |
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|
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</P> |
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<P> |
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|
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Jogl was designed for the most recent versions of the Java platform |
||||
and for this reason supports only J2SE 1.4 and later. It also only |
||||
supports truecolor (15 bits per pixel and higher) rendering; it does |
||||
not support color-indexed modes. It was designed with New I/O (NIO) in |
||||
mind and uses NIO internally in the implementation. The Jogl binding |
||||
is itself written almost completely in the Java programming language. |
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There are roughly 150 lines of handwritten C code in the entire Jogl |
||||
source base (100 of which work around bugs in older OpenGL drivers on |
||||
Windows); the rest of the native code is autogenerated during the |
||||
build process by a new tool called <a |
||||
href="http://gluegen.dev.java.net/">GlueGen</a>, the source code of |
||||
which is available from its own java.net project. |
||||
|
||||
</P> |
||||
<P> |
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|
||||
The JOGL source tree in its current form is an experimental workspace |
||||
for the <a href="http://jcp.org/en/jsr/detail?id=231">JSR-231</a> Java |
||||
Bindings for OpenGL JSR. JOGL is not the official reference |
||||
implementation, but an evolving workspace. Snapshots of the JOGL |
||||
source tree are run through the JSR-231 Technology Compatibility Kit |
||||
(TCK) to become the official reference implementation (RI). As of this |
||||
writing the JSR has not been finalized, so the first official RI of |
||||
the JSR has not yet been produced. |
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|
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</P> |
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|
||||
<H2> Developing with JOGL </H2> |
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|
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<H3> Building the source tree </H3> |
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|
||||
<P> |
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|
||||
Most developers using JOGL will download the most current <a |
||||
href="https://jogl.dev.java.net/servlets/ProjectDocumentList">release |
||||
build</a>. Separate instructions are available on how to <a |
||||
href="https://jogl.dev.java.net/unbranded-source/browse/*checkout*/jogl/doc/HowToBuild.html?rev=HEAD&content-type=text/html">build |
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the source tree</a>. |
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|
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</P> |
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|
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<H3> Local installation for development </H3> |
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|
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<P> |
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|
||||
The JOGL distribution for developers comes in the form of a zip |
||||
archive which contains the Java classes to call OpenGL from Java, as |
||||
well as the associated JNI native libraries. JOGL depends on some |
||||
run-time support classes and native code provided by the GlueGen |
||||
project; these classes and native code are also provided in the zip |
||||
bundles. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
If you are developing a new application which uses JOGL, download the |
||||
zip archive for your platform (for example., |
||||
jogl-[version]-windows-i586.zip) and unzip it. Modify your CLASSPATH |
||||
environment variable to include the full paths to jogl.jar and |
||||
gluegen-rt.jar; for example, |
||||
".;C:\Some\Other\Package\foo.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\jogl.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\gluegen-rt.jar". |
||||
(If you did not previously set the CLASSPATH environment variable, you |
||||
may want to make sure that ".", the current directory, is on your new |
||||
CLASSPATH.) Modify your PATH environment variable (Windows), |
||||
LD_LIBRARY_PATH environment variable (Solaris and Linux), or |
||||
DYLD_LIBRARY_PATH environment variable (Mac OS X) to contain the full |
||||
path to the "lib" directory; for example, on Windows, add |
||||
"C:\Users\myhome\jogl-[version]-windows-i586\lib" to your PATH using |
||||
the System control panel, Advanced tab, Environment Variables |
||||
button. At this point your Java installation should be able to see the |
||||
JOGL class files. Users of IDEs such as NetBeans and Eclipse should |
||||
consult the IDE's documentation to see how to add jar files and native |
||||
libraries to their current project. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Dropping the JOGL jar and native library into the extension directory |
||||
of the JRE is <b>strongly discouraged</b>. Doing so can cause |
||||
conflicts with third-party applications launched via Java Web Start, |
||||
and causes confusion later when upgrading the distribution. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
If you are on the Linux platform, please see the Linux-specific |
||||
platform notes, below, with information on incompatibility between the |
||||
JPackage Java RPMs and JOGL. |
||||
|
||||
</P> |
||||
|
||||
<H3> Java Web Start integration </H3> |
||||
|
||||
<P> |
||||
|
||||
The recommended distribution vehicle for applications using JOGL is |
||||
Java Web Start. JOGL-based applications do not even need to be signed; |
||||
all that is necessary is to reference the JOGL extension JNLP file. |
||||
Because the JOGL jar files are signed, an unsigned application can |
||||
reference the signed JOGL library and continue to run inside the |
||||
sandbox. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
To reference JOGL within your application's JNLP file, simply place |
||||
the following line in the <code><resources></code> section: |
||||
|
||||
<PRE> |
||||
<extension name="jogl" href="http://download.java.net/media/jogl/builds/archive/jsr-231-webstart-current/jogl.jnlp" /> |
||||
</PRE> |
||||
|
||||
This JNLP file points to the current JSR-231 unofficial development |
||||
build. For reference, the extension JNLP file for the most recent |
||||
official JSR-231 build is available at |
||||
|
||||
<PRE> |
||||
<extension name="jogl" href="http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.0/webstart/jogl.jnlp" /> |
||||
</PRE> |
||||
|
||||
Note that before JOGL transitioned to the JSR-231 APIs, there were |
||||
releases of the library in the <code>net.java.games.jogl</code> |
||||
namespace under version numbers "1.0", "1.1", and "1.1.1". All of |
||||
these releases have been superseded by JSR-231. Please update your |
||||
applications. |
||||
|
||||
</P> |
||||
|
||||
<H3> Applet support </H3> |
||||
|
||||
<P> |
||||
|
||||
Lilian Chamontin, in conjunction with several other members of the |
||||
JOGL community, has contributed a JOGL applet installer. This |
||||
installer uses some clever tricks to allow deployment of unsigned |
||||
applets which use JOGL into existing web browsers and JREs as far back |
||||
as 1.4.2, which is the earliest version of Java supported by JOGL. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The JOGLAppletInstaller is distributed inside jogl.jar as a utility |
||||
class in com.sun.opengl.util. It requires that the developer host a |
||||
local, signed copy of jogl.jar and all of the jogl-natives jars; the |
||||
certificates must be the same on all of these jars. Note that in the |
||||
release builds of JOGL all of these jars are signed by Sun |
||||
Microsystems, so the developer can deploy applets without needing any |
||||
certificates. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The JOGLAppletInstaller javadoc describes the basic steps for |
||||
deployment of an applet utilizing JOGL. Please refer to this |
||||
documentation for more information. A live example of deploying an |
||||
unsigned JOGL applet will be added to this documentation shortly once |
||||
the first signed build of the JOGLAppletInstaller has been shipped. |
||||
|
||||
</P> |
||||
|
||||
<H2> GLDrawable and GLContext </H2> |
||||
|
||||
<P> |
||||
|
||||
The JSR-231 APIs specify interfaces two low-level OpenGL abstractions: |
||||
drawables and contexts. An OpenGL drawable is effectively a surface |
||||
upon which OpenGL rendering will be performed. In order to perform |
||||
rendering, an OpenGL rendering context is needed. Contexts and |
||||
drawables typically go hand-in-hand. More than one context may be |
||||
created for a particular drawable. In the JSR-231 abstractions, a |
||||
context is always associated with exactly one drawable. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Most end users will not need to use these abstractions directly. |
||||
However, when sharing textures, display lists and other OpenGL objects |
||||
between widgets, the concrete identifier for the "namespace" for these |
||||
objects is the GLContext. |
||||
|
||||
</P> |
||||
|
||||
<H2> Creating a GLAutoDrawable </H2> |
||||
|
||||
<P> |
||||
|
||||
Jogl provides two basic widgets into which OpenGL rendering can be |
||||
performed. The GLCanvas is a heavyweight AWT widget which supports |
||||
hardware acceleration and which is intended to be the primary widget |
||||
used by applications. The GLJPanel is a fully Swing-compatible |
||||
lightweight widget which supports hardware acceleration but which is |
||||
not as fast as the GLCanvas because it typically reads back the frame |
||||
buffer in order to draw it using Java2D. The GLJPanel is intended to |
||||
provide 100% correct Swing integration in the circumstances where a |
||||
GLCanvas can not be used. See <a href = |
||||
"http://java.sun.com/products/jfc/tsc/articles/mixing/">this |
||||
article</a> on <a href = "http://java.sun.com/products/jfc/tsc/">The |
||||
Swing Connection</a> for more information about mixing lightweight and |
||||
heavyweight widgets. See also the section on "Heavyweight and |
||||
Lightweight Issues" below. Recent work in the Mustang release of the |
||||
JDK has sped up the GLJPanel significantly when the Java2D OpenGL |
||||
pipeline is enabled; see <a |
||||
href="http://www.javagaming.org/forums/index.php?topic=10813.0">this |
||||
forum discussion</a> for more details. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Both the GLCanvas and GLJPanel implement a common interface called |
||||
GLAutoDrawable so applications can switch between them with minimal |
||||
code changes. The GLAutoDrawable interface provides |
||||
|
||||
<UL> |
||||
|
||||
<LI> access to the GL object for calling OpenGL routines |
||||
|
||||
<LI> a callback mechanism (GLEventListener) for performing OpenGL |
||||
rendering |
||||
|
||||
<LI> a <CODE>display()</CODE> method for forcing OpenGL rendering to |
||||
be performed synchronously |
||||
|
||||
<LI> AWT- and Swing-independent abstractions for getting and setting |
||||
the size of the widget and adding and removing event listeners |
||||
|
||||
</UL> |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
When creating GLCanvas and GLJPanel instances, the user may request a |
||||
certain set of OpenGL parameters in the form of a GLCapabilities |
||||
object, customize the format selection algorithm by specifying a |
||||
GLCapabilitiesChooser, share textures and display lists with other |
||||
GLDrawables, and specify the display device on which the |
||||
GLAutoDrawable will be created (GLCanvas only). |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
A GLCapabilities object specifies the OpenGL parameters for a |
||||
newly-created widget, such as the color, alpha,, z-buffer and |
||||
accumulation buffer bit depths and whether the widget is |
||||
double-buffered. The default capabilities are loosely specified but |
||||
provide for truecolor RGB, a reasonably large depth buffer, |
||||
double-buffered, with no alpha, stencil, or accumulation buffers. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
An application can override the default pixel format selection |
||||
algorithm by providing a GLCapabilitiesChooser to the GLCanvas or |
||||
GLJPanel constructor. (Not all platforms support the |
||||
GLCapabilitiesChooser mechanism, however; it may be ignored, in |
||||
particular on Mac OS X where pixel format selection is very different |
||||
than on other platforms.) The chooseCapabilities method will be called |
||||
with all of the available pixel formats as an array of GLCapabilities |
||||
objects, as well as the index indicating the window system's |
||||
recommended choice; it should return an integer index into this |
||||
array. The DefaultGLCapabilitiesChooser uses the window system's |
||||
recommendation when it is available, and otherwise attempts to use a |
||||
platform-independent selection algorithm. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The GLJPanel can be made non-opaque according to Swing's rendering |
||||
model, so it can act as an overlay to other Swing or Java2D drawing. |
||||
In order to enable this, set up your GLCapabilities object with a |
||||
non-zero alpha depth (a common value is 8 bits) and call |
||||
setOpaque(false) on the GLJPanel once it has been created. Java2D |
||||
rendering underneath it will then show through areas where OpenGL has |
||||
produced an alpha value less than 1.0. See the JGears and JRefract |
||||
demos for examples of how to use this functionality. |
||||
|
||||
</P> |
||||
|
||||
<H2> Writing a GLEventListener </H2> |
||||
|
||||
<P> |
||||
|
||||
Applications implement the GLEventListener interface to perform OpenGL |
||||
drawing via callbacks. When the methods of the GLEventListener are |
||||
called, the underlying OpenGL context associated with the drawable is |
||||
already current. The listener fetches the GL object out of the |
||||
GLAutoDrawable and begins to perform rendering. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The <CODE>init()</CODE> method is called when a new OpenGL context is |
||||
created for the given GLAutoDrawable. Any display lists or textures |
||||
used during the application's normal rendering loop can be safely |
||||
initialized in <CODE>init()</CODE>. It is important to note that |
||||
because the underlying AWT window may be destroyed and recreated while |
||||
using the same GLCanvas and GLEventListener, the GLEventListener's |
||||
<CODE>init()</CODE> method may be called more than once during the |
||||
lifetime of the application. The init() method should therefore be |
||||
kept as short as possible and only contain the OpenGL initialization |
||||
required for the <CODE>display()</CODE> method to run properly. It is |
||||
the responsibility of the application to keep track of how its various |
||||
OpenGL contexts share display lists, textures and other OpenGL objects |
||||
so they can be either be reinitialized or so that reinitialization can |
||||
be skipped when the <CODE>init()</CODE> callback is called. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Note also that the GLEventListener should be added to the |
||||
GLAutoDrawable before the GLAutoDrawable is shown or rendered to for |
||||
the first time. If this is not done, it is possible that the init() |
||||
method will not be called on the GLEventListener. JOGL does not |
||||
maintain internal state to keep track of whether init() has been |
||||
called on a particular GLEventListener since the last time an OpenGL |
||||
context was created for that GLAutoDrawable. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The <CODE>display()</CODE> method is called to perform per-frame |
||||
rendering. The <CODE>reshape()</CODE> method is called when the |
||||
drawable has been resized; the default implementation automatically |
||||
resizes the OpenGL viewport so often it is not necessary to do any |
||||
work in this method. The <CODE>displayChanged()</CODE> method is |
||||
designed to allow applications to support on-the-fly screen mode |
||||
switching, but support for this is not yet implemented so the body of |
||||
this method should remain empty. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
It is strongly recommended that applications always refetch the GL |
||||
object out of the GLAutoDrawable upon each call to the |
||||
<CODE>init()</CODE>, <CODE>display()</CODE> and <CODE>reshape()</CODE> |
||||
methods and pass the GL object down on the stack to any drawing |
||||
routines, as opposed to storing the GL in a field and referencing it |
||||
from there. The reason is that multithreading issues inherent to the |
||||
AWT toolkit make it difficult to reason about which threads certain |
||||
operations are occurring on, and if the GL object is stored in a field |
||||
it is unfortunately too easy to accidentally make OpenGL calls from a |
||||
thread that does not have a current context. This will usually cause |
||||
the application to crash. For more information please see the section |
||||
on multithreading. |
||||
|
||||
</P> |
||||
|
||||
<H2> Using the Composable Pipeline </H2> |
||||
|
||||
<P> |
||||
|
||||
Jogl supports the "composable pipeline" paradigm introduced by the |
||||
Magician Java binding for OpenGL. The DebugGL pipeline calls |
||||
<CODE>glGetError</CODE> after each OpenGL call, reporting any errors |
||||
found. It can greatly speed up development time because of its |
||||
fine-grained error checking as opposed to the manual error checking |
||||
usually required in OpenGL programs written in C. The TraceGL prints |
||||
logging information upon each OpenGL call and is helpful when an |
||||
application crash makes it difficult to see where the error occurred. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
To use these pipelines, call <CODE>GLAutoDrawable.setGL</CODE> at the |
||||
beginning of the <CODE>init</CODE> method in your GLEventListener. For |
||||
example, |
||||
|
||||
<PRE> |
||||
class MyListener implements GLEventListener { |
||||
public void init(GLDrawable drawable) { |
||||
drawable.setGL(new DebugGL(drawable.getGL())); |
||||
// ... |
||||
} |
||||
|
||||
// ... |
||||
} |
||||
</PRE> |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Note that the GLAutoDrawable.setGL() method simply calls setGL() on |
||||
the default OpenGL context created by the GLAutoDrawable, so |
||||
sophisticated applications creating their own OpenGL contexts can use |
||||
the composable pipeline with these contexts by setting the GL object |
||||
in the context object itself. The composable pipeline needs to be |
||||
re-installed every time GLContext.makeCurrent() returns |
||||
CONTEXT_CURRENT_NEW. |
||||
|
||||
</P> |
||||
|
||||
<H2> Heavyweight and Lightweight Issues </H2> |
||||
|
||||
<P> |
||||
|
||||
As mentioned above, JOGL supplies both a heavyweight (GLCanvas) and a |
||||
lightweight (GLJPanel) widget to be able to provide the fastest |
||||
possible performance for applications which need it as well as 100% |
||||
correct Swing integration, again for applications which need it. The |
||||
GLCanvas usually provides higher performance than the GLJPanel, though |
||||
in recent releases the GLJPanel's speed has been improved when the |
||||
Java2D/OpenGL pipeline is active as described in <a |
||||
href="http://www.javagaming.org/forums/index.php?topic=10813.0">this |
||||
forum discussion</a>. Nonetheless, the GLCanvas can be used in almost |
||||
every kind of application except those using JInternalFrames. Please |
||||
see the Swing Connection article mentioned above for details on mixing |
||||
heavyweight and lightweight widgets. A couple of common pitfalls are |
||||
described here. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
When using JPopupMenus or Swing tool tips in conjunction with the |
||||
GLCanvas, it is necessary to disable the use of lightweight widgets |
||||
for the popups. See the methods |
||||
<CODE>ToolTipManager.setLightWeightPopupEnabled</CODE>, |
||||
<CODE>JPopupMenu.setLightWeightPopupEnabled</CODE>, and |
||||
<CODE>JPopupMenu.setDefaultLightWeightPopupEnabled</CODE>. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
There are occasionally problems with certain LayoutManagers and |
||||
component configurations where if a GLCanvas is placed in the middle |
||||
of a set of lightweight widgets then it may only grow and never |
||||
shrink. These issues are documented somewhat in <a href = |
||||
"https://jogl.dev.java.net/issues/show_bug.cgi?id=135">JOGL Issue |
||||
135</a> and most recently in the thread <a |
||||
href="http://javagaming.org/forums/index.php?topic=8699.0">"Resize |
||||
behaviour"</a> in the JOGL forum. The root cause is behavior of the |
||||
Canvas, and in particular its ComponentPeer. The implementation of |
||||
getPreferredSize() calls getMinimumSize() and getMinimumSize() turns |
||||
around and calls Component.getSize(). This effectively means that the |
||||
Canvas will report its preferred size as being as large as the |
||||
component has ever been. For some layout managers this doesn't seem to |
||||
matter, but for others like the BoxLayout it does. See the test case |
||||
attached to Issue 135 for an example. Replacing the GLCanvas with an |
||||
ordinary Canvas yields the same behavior. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
One suggestion was to override getPreferredSize() so that if a |
||||
preferred size has not been set by the user, to default to (0, |
||||
0). This works fine for some test cases but breaks all of the other |
||||
JOGL demos because they use a different LayoutManager. There appear to |
||||
be a lot of interactions between heavyweight vs. lightweight widgets |
||||
and layout managers. One experiment which was done was to override |
||||
setSize() in GLCanvas to update the preferred size. This works down |
||||
to the size specified by the user; if the window is resized any |
||||
smeller the same problem appears. If reshape() (the base routine of |
||||
setSize(), setBounds(), etc.) is changed to do the same thing, the |
||||
demo breaks in the same way it originally did. Therefore this solution |
||||
is fragile because it isn't clear which of these methods are used |
||||
internally by the AWT and for what purposes. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
There are two possible solutions, both application-specific. The best |
||||
and most portable appears to be to put the GLCanvas into a JPanel and |
||||
set the JPanel's preferred size to (0, 0). The JPanel will cause this |
||||
constraint to be enforced on its contained GLCanvas. The other |
||||
workaround is to call <CODE>setPreferredSize(new Dimension(0, |
||||
0))</CODE> on a newly-created GLCanvas; this method is new in 1.5. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Another issue that occasionally arises on Windows is flickering during |
||||
live resizing of a GLCanvas. This is caused by the AWT's repainting |
||||
the background of the Canvas and can not be overridden on a per-Canvas |
||||
basis, for example when subclassing Canvas into GLCanvas. The |
||||
repainting of the background of Canvases on Windows can be disabled by |
||||
specifying the system property |
||||
<CODE>-Dsun.awt.noerasebackground=true</CODE>. Whether to specify this |
||||
flag depends on the application and should not be done universally, |
||||
but instead on a case-by-case basis. Some more detail is in the thread |
||||
<a href="http://javagaming.org/forums/index.php?topic=8770.0">"TIP: |
||||
JOGL + Swing flicker"</a> in the JOGL forum. |
||||
|
||||
</P> |
||||
|
||||
<H2> Multithreading Issues </H2> |
||||
|
||||
<P> |
||||
|
||||
Jogl was designed to interoperate with the AWT, an inherently |
||||
multithreaded GUI toolkit. OpenGL, in contrast, was originally |
||||
designed in single-threaded C programming environments. For this |
||||
reason Jogl provides a framework in which it is possible to write |
||||
correct multithreaded OpenGL applications using the GLEventListener |
||||
paradigm. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
If an application written using Jogl interacts in any way with the |
||||
mouse or keyboard, the AWT is processing these events and the |
||||
multithreaded aspects of the program must be considered. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
OpenGL applications usually behave in one of two ways: either they |
||||
repaint only on demand, for example when mouse input comes in, or they |
||||
repaint continually, regardless of whether user input is coming in. In |
||||
the repaint-on-demand model, the application can merely call |
||||
<CODE>GLAutoDrawable.display()</CODE> manually at the end of the mouse |
||||
or keyboard listener to cause repainting to be done. Alternatively if |
||||
the application knows the concrete type of the GLDrawable it can call |
||||
repaint() to have the painting scheduled for a later time. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
In the continuous repaint model, the application typically has a main |
||||
loop which is calling <CODE>GLAutoDrawable.display()</CODE> |
||||
repeatedly, or is using the Animator class, which does this |
||||
internally. In both of these cases the OpenGL rendering will be done |
||||
on this thread rather than the internal AWT event queue thread which |
||||
dispatches mouse and keyboard events. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Both of these models (repaint-on-demand and repaint continually) still |
||||
require the user to think about which thread keyboard and mouse events |
||||
are coming in on, and which thread is performing the OpenGL rendering. |
||||
OpenGL rendering <B>may not</B> occur directly inside the mouse or |
||||
keyboard handlers, because the OpenGL context for the drawable is not |
||||
current at this point (hence the warning about storing a GL object in |
||||
a field, where it can be fetched and accidentally used by another |
||||
thread). However, a mouse or keyboard listener may invoke |
||||
<CODE>GLAutoDrawable.display()</CODE>. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
It is generally recommended that applications perform as little work |
||||
as possible inside their mouse and keyboard handlers to keep the GUI |
||||
responsive. However, since OpenGL commands can not be run from |
||||
directly within the mouse or keyboard event listener, the best |
||||
practice is to store off state when the listener is entered and |
||||
retrieve this state during the next call to |
||||
<CODE>GLEventListener.display()</CODE>. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Furthermore, it is recommended that if there are long computational |
||||
sequences in the GLEventListener's <CODE>display</CODE> method which |
||||
reference variables which may be being simultaneously modified by the |
||||
AWT thread (mouse and keyboard listeners) that copies of these |
||||
variables be made upon entry to <CODE>display</CODE> and these copies |
||||
be referenced throughout display() and the methods it calls. This will |
||||
prevent the values from changing while the OpenGL rendering is being |
||||
performed. Errors of this kind show up in many ways, including certain |
||||
kinds of flickering of the rendered image as certain pieces of objects |
||||
are rendered in one place and other pieces are rendered elsewhere in |
||||
the scene. Restructuring the display() method as described has solved |
||||
all instances of this kind of error that have been seen with Jogl to |
||||
date. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Prior to Jogl 1.1 b10, the Jogl library attempted to give applications |
||||
strict control over which thread or threads performed OpenGL |
||||
rendering. The <CODE>setRenderingThread()</CODE>, |
||||
<CODE>setNoAutoRedrawMode()</CODE> and <CODE>display()</CODE> APIs |
||||
were originally designed to allow the application to create its own |
||||
animation thread and avoid OpenGL context switching on platforms that |
||||
supported it. Unfortunately, serious stability issues caused by |
||||
multithreading bugs in either vendors' OpenGL drivers or in the Java |
||||
platform implementation have arisen on three of Jogl's major supported |
||||
platforms: Windows, Linux and Mac OS X. In order to address these |
||||
bugs, the threading model in Jogl 1.1 b10 and later has changed. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
All GLEventListener callbacks and other internal OpenGL context |
||||
management are now performed on one thread. (In the current |
||||
implementation, this thread is the AWT event queue thread, which is a |
||||
thread internal to the implementation of the AWT and which is always |
||||
present when the AWT is being used. Future versions of Jogl may change |
||||
the thread on which the OpenGL work is performed.) When the |
||||
<CODE>GLAutoDrawable.display()</CODE> method is called from user code, |
||||
it now performs the work synchronously on the AWT event queue thread, |
||||
even if the calling thread is a different thread. The |
||||
<CODE>setRenderingThread()</CODE> optimization is now a no-op. The |
||||
<CODE>setNoAutoRedrawMode()</CODE> API still works as previously |
||||
advertised, though now that all work is done on the AWT event queue |
||||
thread it no longer needs to be used in most cases. (It was previously |
||||
useful for working around certain kinds of OpenGL driver bugs.) |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Most applications will not see a change in behavior from this change |
||||
in the Jogl implementation. Applications which use thread-local |
||||
storage or complex multithreading and synchronization may see a change |
||||
in their control flow requiring code changes. While it is strongly |
||||
recommended to change such applications to work under the new |
||||
threading model, the old threading model can be used by specifying the |
||||
system property <CODE>-Djogl.1thread=auto</CODE> or |
||||
<CODE>-Djogl.1thread=false</CODE>. The "auto" setting is equivalent to |
||||
the behavior in 1.1 b09 and before, where on ATI cards the |
||||
single-threaded mode would be used. The "false' setting is equivalent |
||||
to disabling the single-threaded mode. "true" is now the default |
||||
setting. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
In the JSR-231 APIs the single-threaded behavior continues to be the |
||||
default and the <CODE>setRenderingThread()</CODE> and |
||||
<CODE>setNoAutoRedrawMode()</CODE> APIs have been removed. The public |
||||
<CODE>Threading</CODE> class still provides some control over the |
||||
internal use of threads in the library as well as external access to |
||||
these mechanisms. |
||||
|
||||
</P> |
||||
|
||||
<H2> Pbuffers </H2> |
||||
|
||||
<P> |
||||
|
||||
Jogl exposes hardware-accelerated offscreen rendering (pbuffers) with |
||||
a minimal and platform-agnostic API. Several recent demos have been |
||||
successfully ported from C/C++ to Java using Jogl's pbuffer APIs. |
||||
However, the pbuffer support in Jogl remains one of the more |
||||
experimental aspects of the package and the APIs may need to change in |
||||
the future. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
To create a pbuffer, call |
||||
<CODE>GLDrawableFactory.createGLPbuffer()</CODE>. It is wise to call |
||||
<CODE>GLDrawableFactory.canCreateGLPbuffer()</CODE> first to ensure |
||||
the graphics card has pbuffer support first. The pbuffer is created |
||||
immediately and is available for rendering as soon as |
||||
<CODE>createGLPbuffer</CODE> returns. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
A pbuffer is used in conjunction with the GLEventListener mechanism by |
||||
calling its display() method. Rendering, as always, occurs while the |
||||
pbuffer's OpenGL context is current. There are render-to-texture |
||||
options that can be specified in the GLCapabilities for the pbuffer |
||||
which can make it easier to operate upon the resulting pixels. These |
||||
APIs are however highly experimental and not yet implemented on all |
||||
platforms. |
||||
|
||||
</P> |
||||
|
||||
<H2> GLU </H2> |
||||
|
||||
<P> |
||||
|
||||
Jogl contains support for the GLU (OpenGL Utility Library) version |
||||
1.3. Jogl originally supported GLU by wrapping the C version of the |
||||
APIs, but over time, and thanks to the contributions of several |
||||
individuals, it now uses a pure-Java version of SGI's GLU library. The |
||||
pure Java port is enabled by default, and addresses stability issues |
||||
on certain Linux distributions as well as the lack of native GLU 1.3 |
||||
support on the Windows platform. In case of problems with the Java |
||||
port, the C version of the GLU library may be used by specifying the |
||||
system property <CODE>-Djogl.glu.nojava</CODE> on the command |
||||
line. All of the same functionality is exposed with both the Java and |
||||
C versions of the GLU library; currently NURBS support is the only |
||||
missing feature on both sides. If you run into problems with the Java |
||||
port of the GLU library please file a bug using the Issue Tracker on |
||||
the Jogl home page. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
To use the GLU, simply instantiate a GLU object via <CODE>new |
||||
GLU()</CODE> at the beginning of your program. The methods on the GLU |
||||
object may be called at any point when an OpenGL context is current. |
||||
Because the GLU implementation is not thread-safe, one GLU object |
||||
should be created for each GLEventListener or other entity performing |
||||
OpenGL rendering in a given thread. |
||||
|
||||
</P> |
||||
|
||||
<H2> More Resources </H2> |
||||
|
||||
<P> |
||||
|
||||
The <A HREF="http://javagaming.org/forums/index.php?board=25.0">JOGL |
||||
forum</A> on <A HREF="http://javagaming.org/">javagaming.org</A> is |
||||
the best place to ask questions about the library. Many users, as well |
||||
as the Jogl developers, read this forum frequently, and the archived |
||||
threads contain a lot of useful information (which still needs to be |
||||
distilled into documentation). |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The <A HREF="http://jogl-demos.dev.java.net/">JOGL demos</A> provide |
||||
several examples of usage of the library. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Pepijn Van Eeckhoudt, Kevin Duling and Abdul Bezrati have done <A |
||||
HREF="http://pepijn.fab4.be/software/nehe-java-ports/">JOGL ports of |
||||
many of the the NeHe demos</A>. These are small examples of various |
||||
pieces of OpenGL functionality. See also the <A |
||||
HREF="http://nehe.gamedev.net/">NeHe web site</A>. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Pepijn also did a <A |
||||
HREF="http://www.glexcess.com/files/glexcess.jar">JOGL port</a> of |
||||
Paolo Martella's <A HREF="http://www.glexcess.com/">GLExcess</A> |
||||
demo. To see the news update about this port, go to the main GLExcess |
||||
site and scroll down. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Gregory Pierce's <A |
||||
HREF="http://javagaming.org/forums/index.php?topic=1474.0">introduction |
||||
to JOGL</a> is a useful tutorial on starting to use the JOGL library. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
For release information about the JOGL library, please see the <A |
||||
HREF="http://javagaming.org/forums/index.php?topic=1596.0">JOGL Release |
||||
Information</A> thread on the JOGL forum on javagaming.org. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Please post on the JOGL forum if you have a resource you'd like to add |
||||
to this documentation. |
||||
|
||||
</P> |
||||
|
||||
<H2> Platform Notes </H2> |
||||
|
||||
<H3> All Platforms </H3> |
||||
|
||||
<P> |
||||
|
||||
The following issues, among others, are outstanding on all platforms: |
||||
|
||||
</P> |
||||
|
||||
<UL> |
||||
|
||||
<LI> A few remaining stability issues, mostly on older graphics cards. |
||||
|
||||
<LI> JOGL now supports experimental integration and interoperability |
||||
with the Java2D/OpenGL pipeline in Java SE 6 (Mustang), enabling a |
||||
much faster GLJPanel as well as other features. Please see <a |
||||
href="http://www.javagaming.org/forums/index.php?topic=10813.0">this |
||||
forum discussion</a> for more details. |
||||
|
||||
</UL> |
||||
|
||||
<H3> Windows </H3> |
||||
|
||||
<P> |
||||
|
||||
For correct operation, it is necessary to specify the system property |
||||
<CODE>-Dsun.java2d.noddraw=true</CODE> when running JOGL applications |
||||
on Windows; this system property disables the use of DirectDraw by |
||||
Java2D. There are driver-level incompatibilities between DirectDraw |
||||
and OpenGL which manifest themselves as application crashes, poor |
||||
performance, bad flickering, and other artifacts. This poor behavior |
||||
may exhibit itself when OpenGL and DirectDraw are simply used in the |
||||
same application, not even just in the same window, so disabling |
||||
Java2D's DirectDraw pipeline and forcing it to use its GDI pipeline is |
||||
the only way to work around these issues. Java Web Start applications |
||||
may set this system property by adding the following line to the |
||||
<CODE><resources></CODE> section of the JNLP file: <PRE> |
||||
<property name="sun.java2d.noddraw" value="true"/> </PRE> |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
There is a serious memory leak in ATI's OpenGL drivers which is |
||||
exhibited on Windows XP on Mobility Radeon 9700 hardware. It's |
||||
possible it will be present on other hardware as well though it was |
||||
not reproducible at the time of this writing on desktop Radeon |
||||
hardware or older ATI mobile chips. The bug is documented in <A |
||||
HREF="https://jogl.dev.java.net/issues/show_bug.cgi?id=166">JOGL Issue |
||||
166</A> and a bug has been filed with ATI. You can confirm the |
||||
presence of the bug either with the test case in that bug report or by |
||||
simply running the Gears demo; if the process size grows over time in |
||||
the Task Manager, the memory leak is present on your hardware. For the |
||||
time being, you can work around this memory leak by specifying the |
||||
system property <CODE>-Djogl.GLContext.nofree</CODE> on the command |
||||
line when launching your JOGL applications. There is no good |
||||
general-purpose workaround for this bug which behaves well on all |
||||
hardware. |
||||
|
||||
</P> |
||||
|
||||
<H3> Linux </H3> |
||||
|
||||
<P> |
||||
|
||||
The Sun JDK "compatibility" RPMs (java-1.5.0-sun-compat, |
||||
java-1.6.0-sun-compat) provided by jpackage.org are incompatible with |
||||
JOGL. These RPMs symlink an internal JDK directory to /usr/lib, which |
||||
overrides how both NVidia and ATI currently provide their drivers to |
||||
some Linux distributions, which is through an override in |
||||
/etc/ld.so.conf (actually, in /etc/ld.so.conf.d). The implicit |
||||
presence of /usr/lib on LD_LIBRARY_PATH forces the /usr/lib/libGL.so.1 |
||||
version of OpenGL to be used, which is typically Mesa and which will |
||||
provide only software rendering. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Unfortunately the JPackage maintainers have so far been unreceptive to |
||||
changing their installation mechanism; see <a |
||||
href="https://www.zarb.org/pipermail/jpackage-discuss/2007-January/010871.html">this |
||||
mailing list posting</a>. Until this is resolved, we strongly |
||||
discourage the use of the JPackage installers for the Sun JDK. |
||||
Instead, download the JRE or JDK installers directly from Sun's |
||||
website. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
Archived forum postings illustrating this problem are <a |
||||
href="http://www.javagaming.org/forums/index.php?topic=15610.0">here</a> |
||||
and <a |
||||
href="http://www.javagaming.org/forums/index.php?topic=16105.0">here</a>. |
||||
|
||||
</P> |
||||
|
||||
<H3> Solaris, Linux (X11 platforms) </H3> |
||||
|
||||
<P> |
||||
|
||||
Support has been added to the JOGL library for allowing multiple |
||||
threads to each have an OpenGL context current simultaneously, for |
||||
example to implement multi-head CAVE-like environments. Normally a |
||||
global AWT lock is held between calls to GLContext.makeCurrent() / |
||||
release() for on-screen heavyweight contexts (for example, those |
||||
associated with a Canvas or GLCanvas). We have found this to be |
||||
necessary for stability purposes on all supported X11 platforms, even |
||||
with relatively robust drivers such as those from NVidia. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
To enable multiple GLContexts to be made current simultaneously on X11 |
||||
platforms, specify the command line argument |
||||
<CODE>-Djogl.GLContext.optimize</CODE> when starting the JVM. Note |
||||
that this may incur robustness problems, in particular when resizing |
||||
or moving windows. We have also found that ATI's proprietary drivers |
||||
do not work at all with this flag, apparently because they cause GLX |
||||
tokens to be sent to the X server for various GL calls even for direct |
||||
contexts. For this reason if the GLX vendor is ATI then this flag |
||||
currently has no effect. |
||||
|
||||
</P> |
||||
|
||||
<H3> Mac OS X </H3> |
||||
|
||||
<P> |
||||
|
||||
There are some problems with visual artifacts and stability problems |
||||
with some of the Jogl demos on Mac OS X. It appears that at least some |
||||
of these problems are due to bugs in Apple's OpenGL support. Bugs have |
||||
been filed about these problems and it is hoped they will be addressed |
||||
in the near future. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The Mac OS X port of Jogl, in particular the GL interface and its |
||||
implementation, can be used either with the provided GLCanvas widget |
||||
or with the Cocoa NSOpenGLView. In order to use it with Cocoa the |
||||
following steps should be taken: |
||||
|
||||
<UL> |
||||
|
||||
<LI> Create an "external" OpenGL context using the |
||||
<CODE>GLDrawableFactory.createExternalGLContext()</CODE> API. The |
||||
context object must be created while a real underlying OpenGL context |
||||
is current. |
||||
|
||||
<LI> Fetch the GL instance out of the context using getGL() as usual. |
||||
Only use the GL instance when the OpenGL context from the NSOpenGLView |
||||
is current. |
||||
|
||||
</UL> |
||||
|
||||
<B>NOTE:</B> the Cocoa interoperability has not been retested |
||||
recently, though similar interoperability has been tested on other |
||||
platforms. Please report any problems found with using Jogl with an |
||||
NSOpenGLView. |
||||
|
||||
</P> |
||||
<P> |
||||
|
||||
The following issues remain with the Mac OS X port: |
||||
|
||||
<UL> |
||||
|
||||
<LI> Due to the mechanism by which the Cocoa graphics system selects |
||||
OpenGL pixel formats, the GLCapabilitiesChooser mechanism can not be |
||||
implemented on Mac OS X as on other platforms. Currently the |
||||
underlying Cocoa pixel format selection is used on an |
||||
NSOpenGLPixelFormat derived from the settings in the GLCapabilities, |
||||
and the GLCapabilitiesChooser is ignored. |
||||
|
||||
</UL> |
||||
|
||||
</P> |
||||
|
||||
<H2> Version History </H2> |
||||
|
||||
<P> |
||||
|
||||
JOGL's version history can be found online in the <a |
||||
href="http://javagaming.org/forums/index.php?topic=1596.0">"JOGL Release |
||||
Information"</a> thread in the JOGL forum. Comments about the 1.1 |
||||
release train are in the thread <a |
||||
href="http://javagaming.org/forums/index.php?topic=4217.0">"JOGL 1.1 |
||||
released"</a>. |
||||
|
||||
</BODY> |
||||
</HTML> |
||||
|
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Reference in new issue