|
Matzon
|
 |
« on: January 26, 2010, 13:18:20 » |
|
Been a while and lots of small fixes in SVN. 2.2.2- new: support for explicit length arguments in functions that map buffer objects.
- new: support for setting Display background (Display.setInitialBackground)
- fix: MapBufferRange
- fix: GetUniformIndices and TransformFeedbackVaryings
- fix: Unable to show native alert unless display has been shown
- fix: GetSync signature.
- fix: Updated EXT_direct_state_access to latest revision
- fix: Mouse Grab Bug on Linux Fixed when LWJGL is run as an applet.
- fix: optimize size calculations for applet loader (using HEAD request)
- fix issue with certificate not being found if accepted (sun bug, workaround)
- fix: glClearBuffer signature
- fix: Cursor was leaking native handles
https://sourceforge.net/projects/java-game-lib/files/Official%20Releases/LWJGL%202.2.2/Remember to donate 
|
|
|
|
|
Logged
|
|
|
|
|
Matzon
|
 |
« Reply #1 on: January 26, 2010, 13:46:05 » |
|
I was unable to update the eclipse update site: [buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#0: The type org.eclipse.swt.widgets.Composite cannot be resolved. It is indirectly referenced from required .class files [buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#20: The import org.eclipse.swt.SWT cannot be resolved [buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#21: The import org.eclipse.swt.custom.CLabel cannot be resolved [buildPlugin] ERROR - [ERROR] org\lwjgl\testview\FpsStatusLineItem.java#22: The import org.eclipse.swt.graphics.GC cannot be resolved [buildPlugin] net.sf.ant4eclipse.tools.pde.build.PdeBuildException: Compilation was not successful. See log output for error message(s) not sure why this is failing, but probably related to switching to windows 7 - 64bit
|
|
|
|
|
Logged
|
|
|
|
|
elias4444
|
 |
« Reply #2 on: January 26, 2010, 14:27:30 » |
|
Awesome work as always! Thank you!
|
|
|
|
|
Logged
|
|
|
|
|
princec
|
 |
« Reply #3 on: January 27, 2010, 01:54:10 » |
|
Nice one Matzon. I should get a bit more involved again with LWJGL. Cas 
|
|
|
|
|
Logged
|
|
|
|
|
mot
|
 |
« Reply #4 on: January 29, 2010, 01:26:25 » |
|
Excellent, thanks!!
|
|
|
|
|
Logged
|
|
|
|
lainmaster
Regular nerd
 
Posts: 64
|
 |
« Reply #5 on: January 31, 2010, 12:15:34 » |
|
Yay, excellent!  I hope everything that was not working in my game starts working now (Yeah right T_T Just kiddin anyways  )
|
|
|
|
|
Logged
|
|
|
|
|
Fool Running
|
 |
« Reply #6 on: February 02, 2010, 05:28:59 » |
|
Keep up the good work guys!  Now I just need to find some free-time so I can play around with OpenGL again. 
|
|
|
|
|
Logged
|
Programmers will, one day, rule the world... and the world won't notice until its too late.
|
|
|
|
spasi
|
 |
« Reply #7 on: February 02, 2010, 05:44:45 » |
|
For those that missed this topic, the last two official releases have a serious bug with the latest ATI driver. You may want to download a nightly build, with one important (unrelated to the bug) caveat: support for indirect buffers has been dropped.
|
|
|
|
|
Logged
|
|
|
|
|
Matzon
|
 |
« Reply #8 on: February 02, 2010, 08:56:34 » |
|
For those that missed this topic, the last two official releases have a serious bug with the latest ATI driver. You may want to download a nightly build, with one important (unrelated to the bug) caveat: support for indirect buffers has been dropped. I'm thinking that we should make it a 2.3 release - since this is pretty significant in terms of potential "breakage"
|
|
|
|
|
Logged
|
|
|
|
|
elias4444
|
 |
« Reply #9 on: February 02, 2010, 09:02:01 » |
|
I'm thinking that we should make it a 2.3 release - since this is pretty significant in terms of potential "breakage" +1 vote
|
|
|
|
|
Logged
|
|
|
|
Notch
Newbie

Posts: 38
|
 |
« Reply #10 on: February 02, 2010, 09:22:52 » |
|
I updated to the latest nightly build yesterday, and people are STILL reporting this. edit: No, it's unrelated! Seems to be GL_ALPHA_FUNC this time: http://www.minecraftforum.net/viewtopic.php?id=6530The line of code is: glAlphaFunc(GL_GREATER, 0.0f);
|
|
|
|
|
Logged
|
|
|
|
|
princec
|
 |
« Reply #11 on: February 02, 2010, 12:04:19 » |
|
Is that another of the old-style fixed function pipeline methods that should be exposed by ARB_compatibility? Cas 
|
|
|
|
|
Logged
|
|
|
|
Notch
Newbie

Posts: 38
|
 |
« Reply #12 on: February 02, 2010, 12:24:25 » |
|
Alpha testing?
|
|
|
|
|
Logged
|
|
|
|
|
spasi
|
 |
« Reply #13 on: February 02, 2010, 12:57:55 » |
|
glAlphaFunc is indeed deprecated. But it isn't special in any way, I guess it's just happens to be the first deprecated function you use in Minecraft. Do you use ContextAttribs when you create the context?
|
|
|
|
|
Logged
|
|
|
|
Notch
Newbie

Posts: 38
|
 |
« Reply #14 on: February 02, 2010, 13:16:49 » |
|
Oh god.
So because of ATi I have to have fragment shaders, and maintain two separate renderer paths (one for old hardware without fragment shaders)? Why deprecated this? How can I kill them? Do old games that use GL_ALPHA_TEST suddenly no longer work on ATi cards?
No, I'm not passing any contextattribs.
|
|
|
|
|
Logged
|
|
|
|
|