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LWJGL 2.9.1

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Offline Matzon

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LWJGL 2.9.1
« on: December 02, 2013, 20:25:29 »
The LWJGL team is proud to present the latest release of LWJGL: 2.9.1

LWJGL 2.9.1

OSX:
  • Add: HiDPI mode for OS X
  • Add: Support for the OS X 10.7+ fullscreen mode API
  • Fix: CALayer/Display.setParent() initial position bug
  • Fix: Command + Tab caused the command key to become stuck
  • Fix: Autoresize CALayer bug

Linux:
  • Add: Implement 8 bit Icon transparency support on Linux, now using the modern _NET_WM_ICON

OpenGL:
  • Add: OpenGL 4.4
  • Add: Support for PointerBuffer parameters to OpenGL
   
OpenCL:
  • Add: KHR_mipmap_image, KHR_mipmap_image_writes, KHR_srgb_image_writes, KHR_subgroups

AppletLoader:
  • Fix: Fix the LWJGL AppletLoader so that it works on Java 7u45

Controller:
  • Add: Event api (Buffered)
  • Fix: Missing key up events when both shift keys are pressed at the same time
  • Fix: Keyboard key codes to return Unicode characters instead of ASCII characters

Download: https://sourceforge.net/projects/java-game-lib/files/
Changelog: http://www.lwjgl.org/changelogs/2.9.1-changelog.txt

Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
« Last Edit: April 10, 2014, 19:55:17 by Matzon »

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Offline kappa

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Re: LWJGL 2.9.1
« Reply #1 on: December 02, 2013, 22:20:40 »
In addition to the above there is also the following in 2.9.1 :)

OpenGL:
  • add support for AMD_interleaved_elements
  • Added alternative GetVertexAttribPointerv method.
  • Workaround for weird Intel driver behaviour.
  • Added support for PointerBuffer parameters to OpenGL.
  • Added support for AMD_shader_atomic_counter_ops.

OpenCL:
  • Added @CLPlatformExtension to APPLE extensions
  • Added new OpenCL extensions.

OSX:
  • Fix Display.setLocation(x, y)
  • Fix Custom Mouse Cursor Image
  • Fixes for OS X 10.5 compatibility
  • Fix mouse moving on scroll wheel usage bug
  • Fix keyboard key codes to return Unicode characters instead of ASCII
  • Fix Display.setParent() positions bugs
  • Fix Cursor.getMaxCursorSize()
  • Implement Control Key + Left Mouse Click = Right Mouse Click
  • Fix missing desktop resolution in Display.getAvailableDisplayModes() when using scaled resolutions

Windows:
  • Display.setParent() fixes
  • Fix window resizing bug when loosing/restoring focus

Linux:
  • correctly parse current config with xrandr 1.4
  • Enhance Sys.openURL() to use the default browser on some configs
  • Set the WM_CLASS property on Linux as its needed for some WM to display app name and also allow users to set it manually
« Last Edit: December 03, 2013, 15:10:56 by kappa »

Re: LWJGL 2.9.1
« Reply #2 on: December 03, 2013, 13:32:45 »
Wow! That's a pretty impressive list (and while working on LWJGL 3.0). :o

Keep up the good work. 8)
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

Re: LWJGL 2.9.1
« Reply #3 on: December 03, 2013, 14:34:44 »
Great work guys  ;D

Re: LWJGL 2.9.1
« Reply #4 on: December 11, 2013, 14:21:58 »
Awesome job guys!

Ill definitely try out some of the MacOS feature this evening!

j.

Re: LWJGL 2.9.1
« Reply #5 on: January 15, 2014, 20:12:30 »
Just wanted to say "Thanks for the great work."

Re: LWJGL 2.9.1
« Reply #6 on: January 17, 2014, 18:55:25 »
If i try upgrading to 2.9.1 under windows it works fine, but if I try running 2.9.1 on my Mac I get the following crash:

Code: [Select]
Process:         java [2728]
Path:            /Library/Java/JavaVirtualMachines/jdk1.7.0_51.jdk/Contents/Home/bin/java
Identifier:      net.java.openjdk.cmd
Version:         1.0 (1.0)
Code Type:       X86-64 (Native)
Parent Process:  idea [340]
Responsible:     idea [340]
User ID:         501

Date/Time:       2014-01-17 19:51:51.796 +0100
OS Version:      Mac OS X 10.9.1 (13B42)
Report Version:  11
Anonymous UUID:  EC24A0A6-E45E-065A-7CA0-41F15CD079A7


Crashed Thread:  3

Exception Type:  EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000100000001

VM Regions Near 0x100000001:
-->
    __TEXT                 0000000102eaa000-0000000102ebb000 [   68K] r-x/rwx SM=COW  /Library/Java/JavaVirtualMachines/jdk1.7.0_51.jdk/Contents/Home/bin/java

Application Specific Information:
abort() called

Thread 0:: AppKit Thread  Dispatch queue: com.apple.main-thread
0   libsystem_kernel.dylib         0x00007fff90886a1a mach_msg_trap + 10
1   libsystem_kernel.dylib         0x00007fff90885d18 mach_msg + 64
2   com.apple.CoreFoundation       0x00007fff8fd44315 __CFRunLoopServiceMachPort + 181
3   com.apple.CoreFoundation       0x00007fff8fd43939 __CFRunLoopRun + 1161
4   com.apple.CoreFoundation       0x00007fff8fd43275 CFRunLoopRunSpecific + 309
5   com.apple.HIToolbox           0x00007fff940ddf0d RunCurrentEventLoopInMode + 226
6   com.apple.HIToolbox           0x00007fff940ddcb7 ReceiveNextEventCommon + 479
7   com.apple.HIToolbox           0x00007fff940ddabc _BlockUntilNextEventMatchingListInModeWithFilter + 65
8   com.apple.AppKit               0x00007fff90fcc28e _DPSNextEvent + 1434
9   com.apple.AppKit               0x00007fff90fcb8db -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 122
10  libosxapp.dylib               0x0000000114c016f4 -[NSApplicationAWT nextEventMatchingMask:untilDate:inMode:dequeue:] + 124
11  com.apple.AppKit               0x00007fff90fbf9cc -[NSApplication run] + 553
12  libosxapp.dylib               0x0000000114c01557 +[NSApplicationAWT runAWTLoopWithApp:] + 156
13  liblwawt.dylib                 0x0000000114b59ba9 -[AWTStarter starter:] + 873
14  com.apple.Foundation           0x00007fff955f20de __NSThreadPerformPerform + 229
15  com.apple.CoreFoundation       0x00007fff8fd528f1 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 17
16  com.apple.CoreFoundation       0x00007fff8fd44062 __CFRunLoopDoSources0 + 242
17  com.apple.CoreFoundation       0x00007fff8fd437ef __CFRunLoopRun + 831
18  com.apple.CoreFoundation       0x00007fff8fd43275 CFRunLoopRunSpecific + 309
19  java                           0x0000000102eb13b0 CreateExecutionEnvironment + 871
20  java                           0x0000000102eabb5c JLI_Launch + 1952
21  java                           0x0000000102eb170d main + 101
22  java                           0x0000000102eab3b4 start + 52

...

VM Region Summary:
ReadOnly portion of Libraries: Total=196.2M resident=93.4M(48%) swapped_out_or_unallocated=102.8M(52%)
Writable regions: Total=4.5G written=27.1M(1%) resident=46.6M(1%) swapped_out=0K(0%) unallocated=4.4G(99%)
 
REGION TYPE                      VIRTUAL
===========                      =======
CG backing stores                   508K
CG image                           4100K
CG shared images                    180K
Dispatch continuations             16.0M
IOKit                              8204K
IOKit (reserved)                      4K        reserved VM address space (unallocated)
Kernel Alloc Once                     8K
MALLOC                             85.6M
MALLOC (admin)                       32K
MALLOC_LARGE (reserved)            28.1M        reserved VM address space (unallocated)
Memory Tag 242                       12K
STACK GUARD                        56.1M
Stack                              30.8M
VM_ALLOCATE                       126.5M
VM_ALLOCATE (reserved)              4.2G        reserved VM address space (unallocated)
__DATA                             40.8M
__IMAGE                             528K
__LINKEDIT                         70.2M
__TEXT                            125.9M
__UNICODE                           544K
mapped file                        47.2M
shared memory                         4K
===========                      =======
TOTAL                               4.8G
TOTAL, minus reserved VM space    612.9M
 

Model: MacBookPro10,1, BootROM MBP101.00EE.B03, 4 processors, Intel Core i7, 2.7 GHz, 16 GB, SMC 2.3f36
Graphics: Intel HD Graphics 4000, Intel HD Graphics 4000, Built-In, 1024 MB
Graphics: NVIDIA GeForce GT 650M, NVIDIA GeForce GT 650M, PCIe, 1024 MB
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D5434314753364D465238432D50422020
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D5434314753364D465238432D50422020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xEF), Broadcom BCM43xx 1.0 (5.106.98.100.22)
Bluetooth: Version 4.2.0f6 12982, 3 services, 15 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM512E, 500,28 GB
USB Device: Hub
USB Device: FaceTime HD Camera (Built-in)
USB Device: Hub
USB Device: Hub
USB Device: BRCM20702 Hub
USB Device: Bluetooth USB Host Controller
USB Device: Apple Internal Keyboard / Trackpad
USB Device: USB Gaming Mouse
Thunderbolt Bus: MacBook Pro, Apple Inc., 23.4

Re: LWJGL 2.9.1
« Reply #7 on: May 15, 2014, 15:34:16 »
Hello All,
i have a basic question.
I am developing desktop and web application on java since 3 years,
but it was my childhood dream to be a game developer,
i already searched a lot on google,
finally i found lwjgl best suits to me,

so i decided to stay with lwjgl till death,


but my problem is i have never developed any game. so i have no idea about graphics, 3D modeling,
rendering, or any think related to game developing, i am absolute new in game developing,

so , finally my question is,
is lwjgl for me ?

if yes then please provide me some tutorials for lwjgl.

Note:
i have already configured my favourite IDE netbeans with lwjgl.
i have already learned starting tutorial on lwjgl.org/wiki .

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Offline abcdef

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Re: LWJGL 2.9.1
« Reply #8 on: May 16, 2014, 12:06:45 »
LWJGL won't teach you anything about how to program a game, it is just a java library that allows you to call opengl commands.

That said the tutorials in the documents section will teach you a lot about how to use library, there are also lots of resources on the net that have opengl examples and even if they are in c/c++ they are very easy to port over to LWJGL.

Opengl has an interesting history and it has evolved a lot since it was first created. A lot of examples on the net are from what is called immediate mode style opengl. This is where you set the state of everything line by line (like glTranslate. glRotate etc). The new opengl uses a pipe line design where by you group up your vertex, colors, normals, "any other per vertex value" data and have shaders to say how you want draw it. I started on the intermediate mode and the migration effort to opengl 3+ (which is modern opengl) was a big effort

Re: LWJGL 2.9.1
« Reply #9 on: May 16, 2014, 15:44:00 »
so you want to say that there is no any book for lwgjl where i can start game developing as well as understanding lwjgl and OpenGL.

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Offline abcdef

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Re: LWJGL 2.9.1
« Reply #10 on: May 16, 2014, 20:07:59 »
There are lots of books and internet articles on programming in opengl and lots on how to do gaming using opengl

There are lots of examples in the documentation section on how to use keyboard, mouse, opengl and openal (sound) by implementing the lwjgl library.

I just wanted to tell you that lwjgl is just a library but the information on the internet for opengl will be exactly what you need and by looking at the dock here you will easily see how you can implement those here

Re: LWJGL 2.9.1
« Reply #11 on: May 18, 2014, 18:46:09 »
***************************************************************************************************************************
There are lots of books and internet articles on programming in opengl and lots on how to do gaming using opengl

There are lots of examples in the documentation section on how to use keyboard, mouse, opengl and openal (sound) by implementing the lwjgl library.

I just wanted to tell you that lwjgl is just a library but the information on the internet for opengl will be exactly what you need and by looking at the dock here you will easily see how you can implement those here

***************************************************************************************************************************


Okay now i am understanding.
i have to learn openGL tutorials and apply on LWJGL,

thanks for your cooperate.

but i have just one confusion left. ??? ??? ???

i am searching openGL tutorials , but all they are using c++,
i have never done c++,
so should i use c++, or i can directly switch to lwjgl and start developing game on java.

thanks,
regars
M-ILYAS :).

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Offline Cornix

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Re: LWJGL 2.9.1
« Reply #12 on: May 18, 2014, 18:50:10 »
OpenGL is the same, regardless of the programming language you use.
OpenGL is just a bunch of functions, an interface if you want to call it that, there are C++ bindings and there are java bindings which allow you to use the openGL functions.
If you know how to use them with C++ you also know how to use them with java. Its the same concept.

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Offline @

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Re: LWJGL 2.9.1
« Reply #13 on: May 18, 2014, 19:26:34 »
so you want to say that there is no any book for lwgjl where i can start game developing as well as understanding lwjgl and OpenGL.

If you are interested in making games without having to fight with lwgjl maybe you want to checkout http://libgdx.badlogicgames.com/ (uses this lib).

Re: LWJGL 2.9.1
« Reply #14 on: May 20, 2014, 07:29:39 »
If you are interested in making games without having to fight with lwgjl maybe you want to checkout http://libgdx.badlogicgames.com/ (uses this lib).

No, Actually i want start from core. i dont want to use any framework or engine.

regards,
ilyas