Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: JOGL and JSFML  (Read 24169 times)

0 Members and 1 Guest are viewing this topic.

Groogy

  • Hero Member
  • *****
  • Posts: 1469
    • MSN Messenger - groogy@groogy.se
    • View Profile
    • http://www.groogy.se
    • Email
Re: JOGL and JSFML
« Reply #30 on: October 14, 2012, 04:22:23 pm »
Works just fine for me :) did a clean rebuild of the entire project and no complaints. I can't try on Linux at the moment but when I get time i am going to fix my GRUB installation so I can boot into my archlinux installation.
Developer and Maker of rbSFML and Programmer at Paradox Development Studio

pdinklag

  • Sr. Member
  • ****
  • Posts: 330
  • JSFML Developer
    • View Profile
    • JSFML Website
Re: JOGL and JSFML
« Reply #31 on: October 14, 2012, 05:37:15 pm »
That's very good!
If you're running into trouble with that, a new thread would probably be better. There are still some pitfalls on Linux, I shall take care of those soon.
JSFML - The Java binding to SFML.

gouessej

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • TUER
Re: JOGL and JSFML
« Reply #32 on: February 05, 2014, 01:24:51 pm »
Hi

I did experiment with LWJGL a little in the past. LWJGL is much better known than JOGL in the independent scene. It was clearly made with game development in mind, but it's a fully functional OpenGL, OpenAL and OpenCL binding for Java. JOGL is rather used in professional applications, I believe.
In any event, I'd like both LWJGL and JOGL to work with JSFML so you can do custom rendering.
I'd be extremely happy if JOGL and LWJGL were supported. :)
The best way of getting some help from JogAmp maintainers doesn't consist in disparaging any JogAmp API. JogAmp contains fully functional Java bindings for OpenGL, OpenGL-ES, OpenAL (it supports OpenAL-Soft too), OpenCL (both in desktop and mobile environments, under Android too). JogAmp is used both in games (the MMORPG Salem, Poxnora, ...) and in other kinds of applications. Most major middle and high level APIs for 2D & 3D rendering support JogAmp. In my humble opinion, promoting our main competitor when someone simply asks for help isn't very professional and ethically incorrect.

At first, JOGL allows you to create a GLContext representing the OpenGL context created by a third party library:
http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/javax/media/opengl/GLDrawableFactory.html#createExternalGLContext()
This is what Groogy did  :)
However, unlike what he said, there are tons of tutorials and documentations in our wiki, especially concerning how to build our APIs:
http://jogamp.org/wiki/index.php/Main_Page

Secondly, I'm not sure JOGL can check whether AWT is already loaded into another classloader and AWT isn't mandatory anyway. You can create a NEWT window if you don't really need to use AWT.

We cannot keep an eye on all forums. Don't hesitate to contact us on our official forum if you still need some help (instead of complaining about our "bad" documentation and giving us no chance to know what is "wrong"):
http://forum.jogamp.org/

Good luck with JogAmp.
Julien Gouesse, responsible for engine support at the JogAmp community

DarrenKelly

  • Newbie
  • *
  • Posts: 2
    • View Profile
    • Email
Re: JOGL and JSFML
« Reply #33 on: June 10, 2014, 11:46:52 am »
Hi related to this topic I was wondering how to get the glu from opengl to work with the external sfml window.

this context code helped me greatly getting things set up thanks.
context = GLDrawableFactory.getFactory(GLProfile.getDefault()).createExternalGLContext();


gouessej

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • TUER
Re: JOGL and JSFML
« Reply #34 on: July 25, 2014, 02:30:53 pm »
DarrenKelly, choose your profile carefully, the default one isn't always the best suited.
Julien Gouesse, responsible for engine support at the JogAmp community

 

anything