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LWJGL 2.9.0 released!
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Lightweight Java Library Game Development
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LWJGL 2.8.4
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Topic: LWJGL 2.8.4 (Read 30681 times)
Matzon
Administrator
Demigod
Posts: 2237
LWJGL 2.8.4
«
on:
June 03, 2012, 12:00:57 »
The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.4
LWJGL 2.8.4
LWJGL:
Add: Replace Display.sync(int fps) with an even better implementation, special thanks to Riven
Add: Added the new public API's Display.getX() and Display.getY()
Fix: Fixed issue with Display.wasResized() and setParent
Fix: Fix Display.getWidth() and Display.getHeight() to return the correct values on OS X when the window has been resized
Fix: Fix for white border
Fix: Fix for maximize issue
Fix: Fix for resizable / resize issues
OpenAL:
Fix: Upgraded to OpenAL-Soft 1.14 on all platforms. This is the first time OSX is using OpenAL-Soft.
OpenGL:
Add: Support for: AMD_vertex_shader_viewport_index, AMD_vertex_shader_layer, NV_bindless_texture, NV_shader_atomic_float
Add: Implement GLX_EXT_swap_control for Linux
Add: Added AMD_stencil_operation_extended
Fix: GL spec 20120427 updates
OpenCL:
Add: Added INTEL_thread_local_exec OpenCL extension
Add: Added support for AMD_media_ops2
Fix: Fixed clEnqueueNativeKernel crash
AppletLoader:
Fix: Fixed issue with applets on linux with Java 7 where the natives where LWJGL natives were failing to load
Fix: Fix to ensure a jar file download is attempted 3 times even if it throws some download exception
Fix: Add further checks to prevent Java default caching
Input:
Add: Expose JInput's rumble functionality in LWJGL's Controller class
Add: Updated Mouse implementation to support more buttons (max 5 on windows, and 256 on linux)
Fix: Fix Mouse.getDX() and Mouse.getDY() values when mouse moves outside Display window & clipping is on
Eclipse:
Fix: LWJGL info and test view are now sorted into category "general" (otherwise they are not visible in Eclipse 4.2)
Fix: Fixed problem with InfoView, also see
https://bugs.eclipse.org/bugs/show_bug.cgi?id=367718
Download:
https://sourceforge.net/projects/java-game-lib/files/
Changelog:
http://www.lwjgl.org/changelogs/2.8.4-changelog.txt
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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.
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Nerdus Imperius
Posts: 742
Re: LWJGL 2.8.4
«
Reply #1 on:
June 04, 2012, 05:59:01 »
Very nice. Keep up the good work.
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Programmers will, one day, rule the world... and the world won't notice until its too late.
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princec
Nerdus Imperius
Posts: 1869
Re: LWJGL 2.8.4
«
Reply #2 on:
June 05, 2012, 01:43:14 »
Hurrah!
Now, we must figure out how to fix the mouse contraint stuff!
Cas
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Obsyd
Newbie
Posts: 26
Re: LWJGL 2.8.4
«
Reply #3 on:
June 05, 2012, 08:54:44 »
Thanks for your hard work guys!
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CodeBunny
Nerdus Imperius
Posts: 561
Re: LWJGL 2.8.4
«
Reply #4 on:
June 05, 2012, 09:01:11 »
Very nice.
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Advokara
Newbie
Posts: 1
Re: LWJGL 2.8.4
«
Reply #5 on:
June 18, 2012, 11:18:09 »
May I suggest adding glUniform arrays? Or is there a reason they aren't implemented. Other than that! Its a perfect library and I love using it!
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kappa
Administrator
Nerdus Imperius
Posts: 1112
Re: LWJGL 2.8.4
«
Reply #6 on:
June 18, 2012, 11:52:01 »
Quote from: Advokara on June 18, 2012, 11:18:09
May I suggest adding glUniform arrays? Or is there a reason they aren't implemented. Other than that! Its a perfect library and I love using it!
You can use arrays with glUniform, you just need to put the array into a NIO buffer before you pass it to LWJGL.
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