lwjgl 101: How can I write applets?
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Published on 2010-05-08T17:55:57Z
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2010/05/09
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I have a working app in lwjgl. It doesn't do much yet; I've just started, but it does compile and run like it's supposed to. I want to make it into an applet. I've followed the guide here, and I have an applet that runs nicely and displays text and such in the applet area and can access the functions of lwjgl (like Sys.alert), but I can't figure out how to get opengl to actually render. I've tried extending an AWTGLCanvas and calling this.add(myAWTGLCanvas)
, where this
is the Applet that I'm using, but... nothing. The initGL(
) and paintGL()
methods never get called. I wonder if I'm supposed to be doing something with Display, but that's not for applets, right? Help?
Also: This counts as a "beginner" question, right?
Edit: Here's a simplified version of what I have.
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