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  • LWJGL - Eclipse error [on hold]

    - by Zarkopafilis
    When I try to run my lwjgl project, an error pops . Here is the log file: # A fatal error has been detected by the Java Runtime Environment: # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x6d8fcc0a, pid=5612, tid=900 # JRE version: 6.0_16-b01 Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed mode windows-x86 ) Problematic frame: V [jvm.dll+0xfcc0a] # If you would like to submit a bug report, please visit: http://java.sun.com/webapps/bugreport/crash.jsp # --------------- T H R E A D --------------- Current thread (0x016b9000): JavaThread "main" [_thread_in_vm, id=900, stack(0x00160000,0x001b0000)] siginfo: ExceptionCode=0xc0000005, reading address 0x00000000 Registers: EAX=0x00000000, EBX=0x00000000, ECX=0x00000006, EDX=0x00000000 ESP=0x001af4d4, EBP=0x001af524, ESI=0x016b9000, EDI=0x016b9110 EIP=0x6d8fcc0a, EFLAGS=0x00010246 Top of Stack: (sp=0x001af4d4) 0x001af4d4: 6da44bd8 016b9110 00000000 001af668 0x001af4e4: ffffffff 22200000 001af620 76ec39c2 0x001af4f4: 001af524 6d801086 0000000b 001afd34 0x001af504: 016b9000 016dd990 016b9000 00000000 0x001af514: 001af5f4 6d9ee000 6d9ef2f0 ffffffff 0x001af524: 001af58c 10008c85 016b9110 00000000 0x001af534: 00000000 000a0554 00000000 00000024 0x001af544: 00000000 00000000 001af6ac 00000000 Instructions: (pc=0x6d8fcc0a) 0x6d8fcbfa: e8 e8 d0 1d 08 00 8b 45 10 c7 45 d8 0b 00 00 00 0x6d8fcc0a: 8b 00 8b 48 08 0f b7 51 26 8b 40 0c 8b 4c 90 20 Stack: [0x00160000,0x001b0000], sp=0x001af4d4, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) V [jvm.dll+0xfcc0a] C [lwjgl.dll+0x8c85] C [USER32.dll+0x18876] C [USER32.dll+0x170f4] C [USER32.dll+0x1119e] C [ntdll.dll+0x460ce] C [USER32.dll+0x10e29] C [USER32.dll+0x10e84] C [lwjgl.dll+0x1cf0] j org.lwjgl.opengl.WindowsDisplay.createWindow(Lorg/lwjgl/opengl/DrawableLWJGL;Lorg/lwjgl/opengl/DisplayMode;Ljava/awt/Canvas;II)V+102 j org.lwjgl.opengl.Display.createWindow()V+71 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;Lorg/lwjgl/opengl/Drawable;Lorg/lwjgl/opengl/ContextAttribs;)V+72 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;)V+12 j org.lwjgl.opengl.Display.create()V+7 j zarkopafilis.koding.io.javafx.Main.main([Ljava/lang/String;)V+16 v ~StubRoutines::call_stub V [jvm.dll+0xecf9c] V [jvm.dll+0x1741e1] V [jvm.dll+0xed01d] V [jvm.dll+0xf5be5] V [jvm.dll+0xfd83d] C [javaw.exe+0x2155] C [javaw.exe+0x833e] C [kernel32.dll+0x51154] C [ntdll.dll+0x5b2b9] C [ntdll.dll+0x5b28c] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.WindowsDisplay.nCreateWindow(IIIIZZJ)J+0 j org.lwjgl.opengl.WindowsDisplay.createWindow(Lorg/lwjgl/opengl/DrawableLWJGL;Lorg/lwjgl/opengl/DisplayMode;Ljava/awt/Canvas;II)V+102 j org.lwjgl.opengl.Display.createWindow()V+71 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;Lorg/lwjgl/opengl/Drawable;Lorg/lwjgl/opengl/ContextAttribs;)V+72 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;)V+12 j org.lwjgl.opengl.Display.create()V+7 j zarkopafilis.koding.io.javafx.Main.main([Ljava/lang/String;)V+16 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( = current thread ) 0x0179a400 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=4460, stack(0x0b900000,0x0b950000)] 0x01795400 JavaThread "CompilerThread0" daemon [_thread_blocked, id=5264, stack(0x0b8b0000,0x0b900000)] 0x01790c00 JavaThread "Attach Listener" daemon [_thread_blocked, id=6080, stack(0x0b860000,0x0b8b0000)] 0x01786400 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1204, stack(0x0b810000,0x0b860000)] 0x01759c00 JavaThread "Finalizer" daemon [_thread_blocked, id=5772, stack(0x0b7c0000,0x0b810000)] 0x01755000 JavaThread "Reference Handler" daemon [_thread_blocked, id=4696, stack(0x01640000,0x01690000)] =0x016b9000 JavaThread "main" [_thread_in_vm, id=900, stack(0x00160000,0x001b0000)] Other Threads: 0x01751c00 VMThread [stack: 0x015f0000,0x01640000] [id=4052] 0x0179c800 WatcherThread [stack: 0x0b950000,0x0b9a0000] [id=3340] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 960K, used 816K [0x037c0000, 0x038c0000, 0x03ca0000) eden space 896K, 91% used [0x037c0000, 0x0388c2c0, 0x038a0000) from space 64K, 0% used [0x038a0000, 0x038a0000, 0x038b0000) to space 64K, 0% used [0x038b0000, 0x038b0000, 0x038c0000) tenured generation total 4096K, used 0K [0x03ca0000, 0x040a0000, 0x077c0000) the space 4096K, 0% used [0x03ca0000, 0x03ca0000, 0x03ca0200, 0x040a0000) compacting perm gen total 12288K, used 2143K [0x077c0000, 0x083c0000, 0x0b7c0000) the space 12288K, 17% used [0x077c0000, 0x079d7e38, 0x079d8000, 0x083c0000) No shared spaces configured. Dynamic libraries: 0x00400000 - 0x00424000 C:\Program Files\Java\jre6\bin\javaw.exe 0x77550000 - 0x7768e000 C:\Windows\SYSTEM32\ntdll.dll 0x75a80000 - 0x75b54000 C:\Windows\system32\kernel32.dll 0x758d0000 - 0x7591b000 C:\Windows\system32\KERNELBASE.dll 0x759e0000 - 0x75a80000 C:\Windows\system32\ADVAPI32.dll 0x76070000 - 0x7611c000 C:\Windows\system32\msvcrt.dll 0x77250000 - 0x77269000 C:\Windows\SYSTEM32\sechost.dll 0x771a0000 - 0x77241000 C:\Windows\system32\RPCRT4.dll 0x76eb0000 - 0x76f79000 C:\Windows\system32\USER32.dll 0x76e60000 - 0x76eae000 C:\Windows\system32\GDI32.dll 0x77770000 - 0x7777a000 C:\Windows\system32\LPK.dll 0x75fd0000 - 0x7606e000 C:\Windows\system32\USP10.dll 0x770b0000 - 0x770cf000 C:\Windows\system32\IMM32.DLL 0x770d0000 - 0x7719c000 C:\Windows\system32\MSCTF.dll 0x7c340000 - 0x7c396000 C:\Program Files\Java\jre6\bin\msvcr71.dll 0x6d800000 - 0x6da8b000 C:\Program Files\Java\jre6\bin\client\jvm.dll 0x73a00000 - 0x73a32000 C:\Windows\system32\WINMM.dll 0x75610000 - 0x7565b000 C:\Windows\system32\apphelp.dll 0x6d7b0000 - 0x6d7bc000 C:\Program Files\Java\jre6\bin\verify.dll 0x6d330000 - 0x6d34f000 C:\Program Files\Java\jre6\bin\java.dll 0x6d290000 - 0x6d298000 C:\Program Files\Java\jre6\bin\hpi.dll 0x776e0000 - 0x776e5000 C:\Windows\system32\PSAPI.DLL 0x6d7f0000 - 0x6d7ff000 C:\Program Files\Java\jre6\bin\zip.dll 0x10000000 - 0x1004c000 C:\Users\theo\Desktop\workspace\JavaFX1\lib\natives\windows\lwjgl.dll 0x5d170000 - 0x5d238000 C:\Windows\system32\OPENGL32.dll 0x6e7b0000 - 0x6e7d2000 C:\Windows\system32\GLU32.dll 0x70620000 - 0x70707000 C:\Windows\system32\DDRAW.dll 0x70610000 - 0x70616000 C:\Windows\system32\DCIMAN32.dll 0x75b60000 - 0x75cfd000 C:\Windows\system32\SETUPAPI.dll 0x759b0000 - 0x759d7000 C:\Windows\system32\CFGMGR32.dll 0x76d70000 - 0x76dff000 C:\Windows\system32\OLEAUT32.dll 0x75db0000 - 0x75f0c000 C:\Windows\system32\ole32.dll 0x758b0000 - 0x758c2000 C:\Windows\system32\DEVOBJ.dll 0x74060000 - 0x74073000 C:\Windows\system32\dwmapi.dll 0x74b60000 - 0x74b69000 C:\Windows\system32\VERSION.dll 0x745f0000 - 0x7478e000 C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7600.16661_none_420fe3fa2b8113bd\COMCTL32.dll 0x75d50000 - 0x75da7000 C:\Windows\system32\SHLWAPI.dll 0x74370000 - 0x743b0000 C:\Windows\system32\uxtheme.dll 0x22200000 - 0x22206000 C:\Program Files\ESET\ESET Smart Security\eplgHooks.dll VM Arguments: jvm_args: -Djava.library.path=C:\Users\theo\Desktop\workspace\JavaFX1\lib\natives\windows -Dfile.encoding=Cp1253 java_command: zarkopafilis.koding.io.javafx.Main Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre6/bin/client;C:/Program Files/Java/jre6/bin;C:/Program Files/Java/jre6/lib/i386;C:\Perl\site\bin;C:\Perl\bin;C:\Ruby200\bin;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files\Windows Live\Shared;C:\Users\theo\Desktop\eclipse; USERNAME=theo OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 6 Model 37 Stepping 5, GenuineIntel --------------- S Y S T E M --------------- OS: Windows 7 Build 7600 CPU:total 4 (8 cores per cpu, 2 threads per core) family 6 model 37 stepping 5, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1, sse4.2, ht Memory: 4k page, physical 2097151k(1257972k free), swap 4194303k(4194303k free) vm_info: Java HotSpot(TM) Client VM (14.2-b01) for windows-x86 JRE (1.6.0_16-b01), built on Jul 31 2009 11:26:58 by "java_re" with MS VC++ 7.1 time: Wed Oct 23 22:00:12 2013 elapsed time: 0 seconds Code: Display.setDisplayMode(new DisplayMode(800,600)); Display.create();//Error here I am using JDK 6

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  • JavaCV IplImage to LWJGL Texture

    - by rendrag
    As a side project I've been attempting to make a dynamic display (for example a screen within a game) that shows images from my webcam. I've been messing around with JavaCV and LWJGL for the past few months and have a basic understanding of how they both work. I found this after scouring google, but I get an error that the ByteBuffer isn't big enough. IplImage img = cam.getFrame(); ByteBuffer buffer = img.asByteBuffer(); int textureID = glGenTextures(); //Generate texture ID glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID //I don't know how much of the following is necessary //Setup wrap mode glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); //Setup texture scaling filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //Send texture data to OpenGL - this is the line that actually does stuff and that OpenGL has a problem with glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL12.GL_BGR, GL_UNSIGNED_BYTE, buffer); That last line throws this- Exception in thread "Thread-0" java.lang.IllegalArgumentException: Number of remaining buffer elements is 144, must be at least 921600. Because at most 921600 elements can be returned, a buffer with at least 921600 elements is required, regardless of actual returned element count at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162) at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189) at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230) at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2845) at tests.TextureTest.getTexture(TextureTest.java:78) at tests.TextureTest.update(TextureTest.java:43) at lib.game.AbstractGame$1.run(AbstractGame.java:52) at java.lang.Thread.run(Thread.java:679)

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  • Can't get LWJGL lighting to work

    - by Zarkonnen
    I'm trying to enable lighting in lwjgl according to the method described by NeHe and this post. However, no matter what I try, all faces of my shapes always receive the same amount of light, or, in the case of a spinning shape, the amount of lighting seems to oscillate. All faces are lit up by the same amount, which changes as the pyramid rotates. Concrete example (apologies for the length): Note how all panels are always the same brightness, but the brightness varies with the pyramid's rotation. This is using lwjgl 2.8.3 on Mac OS X. package com; import com.zarkonnen.lwjgltest.Main; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureLoader; import org.lwjgl.util.glu.*; import org.lwjgl.input.Keyboard; import java.nio.FloatBuffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; /** * * @author penguin */ public class main { public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(800, 600)); Display.setTitle("3D Pyramid"); Display.create(); } catch (Exception e) { } initGL(); float rtri = 0.0f; Texture texture = null; try { texture = TextureLoader.getTexture("png", Main.class.getResourceAsStream("tex.png")); } catch (Exception ex) { ex.printStackTrace(); } while (!Display.isCloseRequested()) { // Draw a Triangle :D GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -10.0f); GL11.glRotatef(rtri, 0.0f, 1.0f, 0.0f); texture.bind(); GL11.glBegin(GL11.GL_TRIANGLES); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); Display.update(); rtri += 0.05f; // Exit-Key = ESC boolean exitPressed = Keyboard.isKeyDown(Keyboard.KEY_ESCAPE); if (exitPressed) { System.out.println("Escape was pressed!"); Display.destroy(); } } Display.destroy(); } private static void initGL() { GL11.glEnable(GL11.GL_LIGHTING); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, ((float) 800) / ((float) 600), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); float lightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Ambient Light Values float lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Diffuse Light Values float lightPosition[] = {0.0f, 0.0f, 2.0f, 1.0f}; // Light Position ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One } }

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  • Complete Guide/Tutorials on LWJGL?

    - by user43353
    Dont get me wrong, I finished these tutorials on http://lwjgl.org/wiki/index.php?title=Main_Page. I finished The Basics section, OpenGL 3.2 and newer section, and I looked at the Example Code section. They were great tutorials, and I have looked at the external tutorials as well. I don't know where to go from here, and OpenGL is not my strong point. Some one suggested Learning Modern 3D Graphics Programming, and I didnt learn much. I looked at the port to LWJGL, but the book was on C and I couldn't really understand what the OpenGL meant. I am trying to learn 2D gaming, not 3D. Maybe later. Is there any tutorials that aren't C/C++ heavy and teach you 2D OpenGL?

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  • lwjgl custom icon

    - by melchor629
    I have a little problem with the icon in lwjgl, it doesn't work. I google about it, but i haven't found anything that works for me yet. This is my code for now: PNGDecoder imageDecoder = new PNGDecoder(new FileInputStream("res/images/Icon.png")); ByteBuffer imageData = BufferUtils.createByteBuffer(4 * imageDecoder.getWidth() * imageDecoder.getHeight()); imageDecoder.decode(imageData, imageDecoder.getWidth() * 4, PNGDecoder.Format.RGBA); imageData.flip(); System.err.println(Display.setIcon(new ByteBuffer[]{imageData}) == 0 ? "No se ha creado el icono" : "Se ha creado el icono"); The png file is a 128x128px with transparency. PNGDecoder is from the matthiasmann utility (de.matthiasmann.twl.utils). I'm using Mac OS, 10.8.4 with lwjgl 2.9.0. Thanks :)

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  • LWJGL in Visual Studio (possible)?

    - by Suds
    I switched from XNA and C# to LWJGL and Java about 14 months ago. Inherently, this called for a switch in IDE. I started using eclipse because I have also done some basic Android development in the past. I soon switched to Netbeans - Eclipse is just too primitive. After using netbeans for about six months, I've started looking over the fence at Visual Studio 11, toying with Metro apps for windows 8. Now I want to know, is there any known way to use Visual Studio for LWJGL?

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  • Distributing cross-platform .jar containing natives for LWJGL?

    - by Carter H
    I'm making a game in Java using Slick2d, which depends on LWJGL. I can get everything to work in my development environment, but when I export it to a .jar, it needs the natives placed in the same directory as the .jar. What I'm asking is if it's possible to package the natives for all operating systems in the .jar, and automatically use the right ones depending on what OS was detected. So, is this possible?

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • StringBuffer behavior in LWJGL

    - by Michael Oberlin
    Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract input polling to it, which (in theory) captures key presses from the Keyboard object and appends them to a StringBuilder/StringBuffer, then retrieves the completed string after receiving the ENTER key. The problem is, after I trigger the String return (currently with ESCAPE), and attempt to print it to System.out, I consistently get a blank line. I can get an appropriate string length, and I can even sample a single character out of it and get complete accuracy, but it never prints the actual string. I could swear that LWJGL slipped some kind of thread-safety trick in while I wasn't looking. Here's my code: static volatile StringBuffer command = new StringBuffer(); @Override public void chain(InputPoller poller) { this.chain = poller; } @Override public synchronized void poll() { //basic testing for modifier keys, to be used later on boolean shift = false, alt = false, control = false, superkey = false; if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) shift = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU)) alt = true; if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL)) control = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMETA) || Keyboard.isKeyDown(Keyboard.KEY_RMETA)) superkey = true; while(Keyboard.next()) if(Keyboard.getEventKeyState()) { command.append(Keyboard.getEventCharacter()); } if (Framework.isConsoleEnabled() && Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { System.out.println("Escape down"); System.out.println(command.length() + " characters polled"); //works System.out.println(command.toString().length()); //works System.out.println(command.toString().charAt(4)); //works System.out.println(command.toString().toCharArray()); //blank line! System.out.println(command.toString()); //blank line! Framework.disableConsole(); } //TODO: Add command construction and console management after that } } Maybe the answer's obvious and I'm just feeling tired, but I need to walk away from this for a while. If anyone sees the issue, please let me know. This machine is running the latest release of Java 7 on Ubuntu 12.04, Mate desktop environment. Many thanks.

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  • LWJGL - OpenGL - Texture shading

    - by Trixmix
    I want to use LWJGL to create a shader that all it does is change the color of the given texture. For example I tell it to draw the letter A using a sprite sheet then I can tell the shader to draw the letter in a certain color. How would you do something like this without needed to create different colored letter sprite sheets? Task for the shader: Simply change all pixels to a certain color in the texture. Input: Color , texture. Output: it draws onto the screen the new colored texture. How do i accomplish such a thing?

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  • Translating an Object to a certain Vector 3 in OpenGL and Java LWJGL

    - by aliasmk
    So after almost two hours, I got the hang of using glTranslated() (with Java and LWJGL). If I am correct, applying glTranslated on an object moves that object with the x,y,z relative to the previously moved object. I believe the correct term for this is local vs global, global being the one I want. I was wondering if there was a way to translate an object to a specific XYZ position, or relative to the origin. Thanks! (Code or other details can be supplied if it helps, just let me know. Also sorry if this is a noob comment, Im very new to OpenGL.)

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  • Lwjgl or opengl double pixels

    - by Philippe Paré
    I'm working in java with LWJGL and trying to double all my pixels. I'm trying to draw in an area of 800x450 and then stretch all the frame image to the complete 1600x900 pixels without them getting blured. I can't figure out how to do that in java, everything I find is in c++... A hint would be great! Thanks a lot. EDIT : I've tried drawing to a texture created in opengl by setting it to the framebuffer, but I can't find a way to use glGenTextures() in java... so this is not working... also I though about using a shader but I would not be able to draw only in the smaller region...

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  • LWJGL GL_QUADS texture artifact

    - by Dajgoro Labinac
    I managed to get working lwjgl in Java, and i loaded a test image(tv test card), but i keep getting weird artifacts outside the image. Image link: http://tinypic.com/r/vhv9g/6 Code: glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(10, 10); glTexCoord2f(1, 0); glVertex2i(500, 10); glTexCoord2f(1, 1); glVertex2i(500, 500); glTexCoord2f(0, 1); glVertex2i(10, 500); glEnd(); What could be the cause?

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  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

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  • 3D picking lwjgl

    - by Wirde
    I have written some code to preform 3D picking that for some reason dosn't work entirely correct! (Im using LWJGL just so you know.) I posted this at stackoverflow at first but after researching some more in to my problem i found this neat site and tought that you guys might be more qualified to answer this question. This is how the code looks like: if(Mouse.getEventButton() == 1) { if (!Mouse.getEventButtonState()) { Camera.get().generateViewMatrix(); float screenSpaceX = ((Mouse.getX()/800f/2f)-1.0f)*Camera.get().getAspectRatio(); float screenSpaceY = 1.0f-(2*((600-Mouse.getY())/600f)); float displacementRate = (float)Math.tan(Camera.get().getFovy()/2); screenSpaceX *= displacementRate; screenSpaceY *= displacementRate; Vector4f cameraSpaceNear = new Vector4f((float) (screenSpaceX * Camera.get().getNear()), (float) (screenSpaceY * Camera.get().getNear()), (float) (-Camera.get().getNear()), 1); Vector4f cameraSpaceFar = new Vector4f((float) (screenSpaceX * Camera.get().getFar()), (float) (screenSpaceY * Camera.get().getFar()), (float) (-Camera.get().getFar()), 1); Matrix4f tmpView = new Matrix4f(); Camera.get().getViewMatrix().transpose(tmpView); Matrix4f invertedViewMatrix = (Matrix4f)tmpView.invert(); Vector4f worldSpaceNear = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceNear, worldSpaceNear); Vector4f worldSpaceFar = new Vector4f(); Matrix4f.transform(invertedViewMatrix, cameraSpaceFar, worldSpaceFar); Vector3f rayPosition = new Vector3f(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z); Vector3f rayDirection = new Vector3f(worldSpaceFar.x - worldSpaceNear.x, worldSpaceFar.y - worldSpaceNear.y, worldSpaceFar.z - worldSpaceNear.z); rayDirection.normalise(); Ray clickRay = new Ray(rayPosition, rayDirection); Vector tMin = new Vector(), tMax = new Vector(), tempPoint; float largestEnteringValue, smallestExitingValue, temp, closestEnteringValue = Camera.get().getFar()+0.1f; Drawable closestDrawableHit = null; for(Drawable d : this.worldModel.getDrawableThings()) { // Calcualte AABB for each object... needs to be moved later... firstVertex = true; for(Surface surface : d.getSurfaces()) { for(Vertex v : surface.getVertices()) { worldPosition.x = (v.x+d.getPosition().x)*d.getScale().x; worldPosition.y = (v.y+d.getPosition().y)*d.getScale().y; worldPosition.z = (v.z+d.getPosition().z)*d.getScale().z; worldPosition = worldPosition.rotate(d.getRotation()); if (firstVertex) { maxX = worldPosition.x; maxY = worldPosition.y; maxZ = worldPosition.z; minX = worldPosition.x; minY = worldPosition.y; minZ = worldPosition.z; firstVertex = false; } else { if (worldPosition.x > maxX) { maxX = worldPosition.x; } if (worldPosition.x < minX) { minX = worldPosition.x; } if (worldPosition.y > maxY) { maxY = worldPosition.y; } if (worldPosition.y < minY) { minY = worldPosition.y; } if (worldPosition.z > maxZ) { maxZ = worldPosition.z; } if (worldPosition.z < minZ) { minZ = worldPosition.z; } } } } // ray/slabs intersection test... // clickRay.getOrigin().x + clickRay.getDirection().x * f = minX // clickRay.getOrigin().x - minX = -clickRay.getDirection().x * f // clickRay.getOrigin().x/-clickRay.getDirection().x - minX/-clickRay.getDirection().x = f // -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x = f largestEnteringValue = -clickRay.getOrigin().x/clickRay.getDirection().x + minX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + minY/clickRay.getDirection().y; if(largestEnteringValue < temp) { largestEnteringValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + minZ/clickRay.getDirection().z; if(largestEnteringValue < temp) { largestEnteringValue = temp; } smallestExitingValue = -clickRay.getOrigin().x/clickRay.getDirection().x + maxX/clickRay.getDirection().x; temp = -clickRay.getOrigin().y/clickRay.getDirection().y + maxY/clickRay.getDirection().y; if(smallestExitingValue > temp) { smallestExitingValue = temp; } temp = -clickRay.getOrigin().z/clickRay.getDirection().z + maxZ/clickRay.getDirection().z; if(smallestExitingValue < temp) { smallestExitingValue = temp; } if(largestEnteringValue > smallestExitingValue) { //System.out.println("Miss!"); } else { if (largestEnteringValue < closestEnteringValue) { closestEnteringValue = largestEnteringValue; closestDrawableHit = d; } } } if(closestDrawableHit != null) { System.out.println("Hit at: (" + clickRay.setDistance(closestEnteringValue).x + ", " + clickRay.getCurrentPosition().y + ", " + clickRay.getCurrentPosition().z); this.worldModel.removeDrawableThing(closestDrawableHit); } } } I just don't understand what's wrong, the ray are shooting and i do hit stuff that gets removed but the result of the ray are verry strange it sometimes removes the thing im clicking at, sometimes it removes things thats not even close to what im clicking at, and sometimes it removes nothing at all. Edit: Okay so i have continued searching for errors and by debugging the ray (by painting smal dots where it travles) i can now se that there is something oviously wrong with the ray that im sending out... it has its origin near the world center (nearer or further away depending on where on the screen im clicking) and always shots to the same position no matter where I direct my camera... My initial toughts is that there might be some error in the way i calculate my viewMatrix (since it's not possible to get the viewmatrix from the gluLookAt method in lwjgl; I have to build it my self and I guess thats where the problem is at)... Edit2: This is how i calculate it currently: private double[][] viewMatrixDouble = {{0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}}; public Vector getCameraDirectionVector() { Vector actualEye = this.getActualEyePosition(); return new Vector(lookAt.x-actualEye.x, lookAt.y-actualEye.y, lookAt.z-actualEye.z); } public Vector getActualEyePosition() { return eye.rotate(this.getRotation()); } public void generateViewMatrix() { Vector cameraDirectionVector = getCameraDirectionVector().normalize(); Vector side = Vector.cross(cameraDirectionVector, this.upVector).normalize(); Vector up = Vector.cross(side, cameraDirectionVector); viewMatrixDouble[0][0] = side.x; viewMatrixDouble[0][1] = up.x; viewMatrixDouble[0][2] = -cameraDirectionVector.x; viewMatrixDouble[1][0] = side.y; viewMatrixDouble[1][1] = up.y; viewMatrixDouble[1][2] = -cameraDirectionVector.y; viewMatrixDouble[2][0] = side.z; viewMatrixDouble[2][1] = up.z; viewMatrixDouble[2][2] = -cameraDirectionVector.z; /* Vector actualEyePosition = this.getActualEyePosition(); Vector zaxis = new Vector(this.lookAt.x - actualEyePosition.x, this.lookAt.y - actualEyePosition.y, this.lookAt.z - actualEyePosition.z).normalize(); Vector xaxis = Vector.cross(upVector, zaxis).normalize(); Vector yaxis = Vector.cross(zaxis, xaxis); viewMatrixDouble[0][0] = xaxis.x; viewMatrixDouble[0][1] = yaxis.x; viewMatrixDouble[0][2] = zaxis.x; viewMatrixDouble[1][0] = xaxis.y; viewMatrixDouble[1][1] = yaxis.y; viewMatrixDouble[1][2] = zaxis.y; viewMatrixDouble[2][0] = xaxis.z; viewMatrixDouble[2][1] = yaxis.z; viewMatrixDouble[2][2] = zaxis.z; viewMatrixDouble[3][0] = -Vector.dot(xaxis, actualEyePosition); viewMatrixDouble[3][1] =-Vector.dot(yaxis, actualEyePosition); viewMatrixDouble[3][2] = -Vector.dot(zaxis, actualEyePosition); */ viewMatrix = new Matrix4f(); viewMatrix.load(getViewMatrixAsFloatBuffer()); } Would be verry greatfull if anyone could verify if this is wrong or right, and if it's wrong; supply me with the right way of doing it... I have read alot of threads and documentations about this but i can't seam to wrapp my head around it... Edit3: Okay with the help of Byte56 (thanks alot for the help) i have now concluded that it's not the viewMatrix that is the problem... I still get the same messedup result; anyone that think that they can find the error in my code, i certenly can't, have bean working on this for 3 days now :(

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  • LWJGL Text Rendering

    - by Trixmix
    Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new UnicodeFont(f); font.getEffects().add(new ColorEffect(Color.white)); font.addAsciiGlyphs(); try { font.loadGlyphs(); } catch (SlickException e) { e.printStackTrace(); } then i use font.drawString to write onto the screen. This is a quick easy way but it has a lot of disadvantages. for example font.loadGlyphs take a very long time 1-3 seconds. so when i want to change a color or font type then i have to wait 1-3 seconds which means I cannot do it while rendering (ie. cant have different color text on the same screen). My question is what is a better way of drawing multicolored text onto the screen? I use slick2d only for the text rendering so maybe i can fully get rid of the library and draw text some other way... If you have an answer please leave a quick short example. Thanks!

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  • Slick2D + LWJGL collision system

    - by Connor W
    So I've been learning java for a while and have explored slick and lwjgl before but went away from using Slick for a while. But I've recently gone back to using it (as I'm making a platformer and Tiled will be really helpful). But here's where my problems begin: collision. I have a player polygon and I check to see if it's colliding with my tiled map with this method: public static boolean playerCollisionWith() { for(int i = 0; i < Blockmap.entities.size(); i++) { Block entity1 = (Block) Blockmap.entities.get(i); if(playerPoly.intersects(entity1.poly)) { return true; } } return false; } This would work normally but I'm using a different method for movement. Instead of just adding a speed variable to the player's x axis. I move like this: if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) { speedX = Math.min(5, speedX + 1); moving = true; playerPoly.setX(x); if(playerCollisionWith()) { speedX = -5; playerPoly.setX(x); } } That Math.min call is what is messing me up =. I can't just call speedX = -5, because when I do the player "bounces" when the right mouse button is down and it's colliding. Bounces as in flashes back and forth REALLY quickly. But I don't really know how I would make it so that collisions on the y axis would work either, whether the player is jumping or not. So if I could get some help with how to fix this problem that would be great. Thank you for the help!

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  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

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  • LWJGL Voxel game, glDrawArrays

    - by user22015
    I've been learning about 3D for a couple days now. I managed to create a chunk (8x8x8). Add optimization so it only renders the active and visible blocks. Then I added so it only draws the faces which don't have a neighbor. Next what I found from online research was that it is better to use glDrawArrays to increase performance. So I restarted my little project. Render an entire chunck, add optimization so it only renders active and visible blocks. But now I want to add so it only draws the visible faces while using glDrawArrays. This is giving me some trouble with calling glDrawArrays because I'm passing a wrong count parameter. > # A fatal error has been detected by the Java Runtime Environment: > # > # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000006e31a03, pid=1032, tid=3184 > # Stack: [0x00000000023a0000,0x00000000024a0000], sp=0x000000000249ef70, free space=1019k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [ig4icd64.dll+0xa1a03] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V+0 j org.lwjgl.opengl.GL11.glDrawArrays(III)V+20 j com.vox.block.Chunk.render()V+410 j com.vox.ChunkManager.render()V+30 j com.vox.Game.render()V+11 j com.vox.GameHandler.render()V+12 j com.vox.GameHandler.gameLoop()V+15 j com.vox.Main.main([Ljava/lang/StringV+13 v ~StubRoutines::call_stub public class Chunk { public final static int[] DIM = { 8, 8, 8}; public final static int CHUNK_SIZE = (DIM[0] * DIM[1] * DIM[2]); Block[][][] blocks; private int index; private int vBOVertexHandle; private int vBOColorHandle; public Chunk(int index) { this.index = index; vBOColorHandle = GL15.glGenBuffers(); vBOVertexHandle = GL15.glGenBuffers(); blocks = new Block[DIM[0]][DIM[1]][DIM[2]]; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ blocks[x][y][z] = new Block(); } } } } public void render(){ Block curr; FloatBuffer vertexPositionData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); FloatBuffer vertexColorData2 = BufferUtils.createFloatBuffer(CHUNK_SIZE * 6 * 12); int counter = 0; for(int x = 0; x < DIM[0]; x++){ for(int y = 0; y < DIM[1]; y++){ for(int z = 0; z < DIM[2]; z++){ curr = blocks[x][y][z]; boolean[] neightbours = validateNeightbours(x, y, z); if(curr.isActive() && !neightbours[6]) { float[] arr = curr.createCube((index*DIM[0]*Block.BLOCK_SIZE*2) + x*2, y*2, z*2, neightbours); counter += arr.length; vertexPositionData2.put(arr); vertexColorData2.put(createCubeVertexCol(curr.getCubeColor())); } } } } vertexPositionData2.flip(); vertexPositionData2.flip(); FloatBuffer vertexPositionData = BufferUtils.createFloatBuffer(vertexColorData2.position()); FloatBuffer vertexColorData = BufferUtils.createFloatBuffer(vertexColorData2.position()); for(int i = 0; i < vertexPositionData2.position(); i++) vertexPositionData.put(vertexPositionData2.get(i)); for(int i = 0; i < vertexColorData2.position(); i++) vertexColorData.put(vertexColorData2.get(i)); vertexColorData.flip(); vertexPositionData.flip(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexPositionData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexColorData, GL15.GL_STATIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL11.glPushMatrix(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOVertexHandle); GL11.glVertexPointer(3, GL11.GL_FLOAT, 0, 0L); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vBOColorHandle); GL11.glColorPointer(3, GL11.GL_FLOAT, 0, 0L); System.out.println("Counter " + counter); GL11.glDrawArrays(GL11.GL_LINE_LOOP, 0, counter); GL11.glPopMatrix(); //blocks[r.nextInt(DIM[0])][2][r.nextInt(DIM[2])].setActive(false); } //Random r = new Random(); private float[] createCubeVertexCol(float[] CubeColorArray) { float[] cubeColors = new float[CubeColorArray.length * 4 * 6]; for (int i = 0; i < cubeColors.length; i++) { cubeColors[i] = CubeColorArray[i % CubeColorArray.length]; } return cubeColors; } private boolean[] validateNeightbours(int x, int y, int z) { boolean[] bools = new boolean[7]; bools[6] = true; bools[6] = bools[6] && (bools[0] = y > 0 && y < DIM[1]-1 && blocks[x][y+1][z].isActive());//top bools[6] = bools[6] && (bools[1] = y > 0 && y < DIM[1]-1 && blocks[x][y-1][z].isActive());//bottom bools[6] = bools[6] && (bools[2] = z > 0 && z < DIM[2]-1 && blocks[x][y][z+1].isActive());//front bools[6] = bools[6] && (bools[3] = z > 0 && z < DIM[2]-1 && blocks[x][y][z-1].isActive());//back bools[6] = bools[6] && (bools[4] = x > 0 && x < DIM[0]-1 && blocks[x+1][y][z].isActive());//left bools[6] = bools[6] && (bools[5] = x > 0 && x < DIM[0]-1 && blocks[x-1][y][z].isActive());//right return bools; } } public class Block { public static final float BLOCK_SIZE = 1f; public enum BlockType { Default(0), Grass(1), Dirt(2), Water(3), Stone(4), Wood(5), Sand(6), LAVA(7); int BlockID; BlockType(int i) { BlockID=i; } } private boolean active; private BlockType type; public Block() { this(BlockType.Default); } public Block(BlockType type){ active = true; this.type = type; } public float[] getCubeColor() { switch (type.BlockID) { case 1: return new float[] { 1, 1, 0 }; case 2: return new float[] { 1, 0.5f, 0 }; case 3: return new float[] { 0, 0f, 1f }; default: return new float[] {0.5f, 0.5f, 1f}; } } public float[] createCube(float x, float y, float z, boolean[] neightbours){ int counter = 0; for(boolean b : neightbours) if(!b) counter++; float[] array = new float[counter*12]; int offset = 0; if(!neightbours[0]){//top array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[1]){//bottom array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[2]){//front array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[3]){//back array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } if(!neightbours[4]){//left array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; } if(!neightbours[5]){//right array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = x*BLOCK_SIZE + BLOCK_SIZE; array[offset++] = y*BLOCK_SIZE - BLOCK_SIZE; array[offset++] = z*BLOCK_SIZE - BLOCK_SIZE; } return Arrays.copyOf(array, offset); } public boolean isActive() { return active; } public void setActive(boolean active) { this.active = active; } public BlockType getType() { return type; } public void setType(BlockType type) { this.type = type; } } I highlighted the code I'm concerned about in this following screenshot: - http://imageshack.us/a/img820/7606/18626782.png - (Not allowed to upload images yet) I know the code is a mess but I'm just testing stuff so I wasn't really thinking about it.

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  • LWJGL - Mixing 2D and 3D

    - by nathan
    I'm trying to mix 2D and 3D using LWJGL. I have wrote 2D little method that allow me to easily switch between 2D and 3D. protected static void make2D() { glEnable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); glOrtho(0.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); } protected static void make3D() { glDisable(GL_BLEND); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluPerspective(45.0f, ((float) SCREEN_WIDTH / (float) SCREEN_HEIGHT), 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window GL11.glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); } The in my rendering code i would do something like: make2D(); //draw 2D stuffs here make3D(); //draw 3D stuffs here What i'm trying to do is to draw a 3D shape (in my case a quad) and i 2D image. I found this example and i took the code from TextureLoader, Texture and Sprite to load and render a 2D image. Here is how i load the image. TextureLoader loader = new TextureLoader(); Sprite s = new Sprite(loader, "player.png") And how i render it: make2D(); s.draw(0, 0); It works great. Here is how i render my quad: glTranslatef(0.0f, 0.0f, 30.0f); glScalef(12.0f, 9.0f, 1.0f); DrawUtils.drawQuad(); Once again, no problem, the quad is properly rendered. DrawUtils is a simple class i wrote containing utility method to draw primitives shapes. Now my problem is when i want to mix both of the above, loading/rendering the 2D image, rendering the quad. When i try to load my 2D image with the following: s = new Sprite(loader, "player.png); My quad is not rendered anymore (i'm not even trying to render the 2D image at this point). Only the fact of creating the texture create the issue. After looking a bit at the code of Sprite and TextureLoader i found that the problem appears after the call of the glTexImage2d. In the TextureLoader class: glTexImage2D(target, 0, dstPixelFormat, get2Fold(bufferedImage.getWidth()), get2Fold(bufferedImage.getHeight()), 0, srcPixelFormat, GL_UNSIGNED_BYTE, textureBuffer); Commenting this like make the problem disappear. My question is then why? Is there anything special to do after calling this function to do 3D? Does this function alter the render part, the projection matrix?

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  • LWJGL SlickUtil Texture Binding

    - by Matthew Dockerty
    I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. When I bind a texture it works fine, but then when I try to render something else after I have rendered the model with the texture, the texture is still being bound. How do I unbind the texture and set the rendermode to the one that was in use before any textures were bound? Some of my code is below. The problem I am having is the player texture is being used in the box drawn around the player after it the model has been rendered. Model.java public class Model { public List<Vector3f> vertices = new ArrayList<Vector3f>(); public List<Vector3f> normals = new ArrayList<Vector3f>(); public ArrayList<Vector2f> textureCoords = new ArrayList<Vector2f>(); public List<Face> faces = new ArrayList<Face>(); public static Model TREE; public static Model PLAYER; public static void loadModels() { try { TREE = OBJLoader.loadModel(new File("assets/model/tree_pine_0.obj")); PLAYER = OBJLoader.loadModel(new File("assets/model/player.obj")); } catch (Exception e) { e.printStackTrace(); } } public void render(Vector3f position, Vector3f scale, Vector3f rotation, Texture texture, float shinyness) { glPushMatrix(); { texture.bind(); glColor3f(1, 1, 1); glTranslatef(position.x, position.y, position.z); glScalef(scale.x, scale.y, scale.z); glRotatef(rotation.x, 1, 0, 0); glRotatef(rotation.y, 0, 1, 0); glRotatef(rotation.z, 0, 0, 1); glMaterialf(GL_FRONT, GL_SHININESS, shinyness); glBegin(GL_TRIANGLES); { for (Face face : faces) { Vector2f t1 = textureCoords.get((int) face.textureCoords.x - 1); glTexCoord2f(t1.x, t1.y); Vector3f n1 = normals.get((int) face.normal.x - 1); glNormal3f(n1.x, n1.y, n1.z); Vector3f v1 = vertices.get((int) face.vertex.x - 1); glVertex3f(v1.x, v1.y, v1.z); Vector2f t2 = textureCoords.get((int) face.textureCoords.y - 1); glTexCoord2f(t2.x, t2.y); Vector3f n2 = normals.get((int) face.normal.y - 1); glNormal3f(n2.x, n2.y, n2.z); Vector3f v2 = vertices.get((int) face.vertex.y - 1); glVertex3f(v2.x, v2.y, v2.z); Vector2f t3 = textureCoords.get((int) face.textureCoords.z - 1); glTexCoord2f(t3.x, t3.y); Vector3f n3 = normals.get((int) face.normal.z - 1); glNormal3f(n3.x, n3.y, n3.z); Vector3f v3 = vertices.get((int) face.vertex.z - 1); glVertex3f(v3.x, v3.y, v3.z); } texture.release(); } glEnd(); } glPopMatrix(); } } Textures.java public class Textures { public static Texture FLOOR; public static Texture PLAYER; public static Texture SKYBOX_TOP; public static Texture SKYBOX_BOTTOM; public static Texture SKYBOX_FRONT; public static Texture SKYBOX_BACK; public static Texture SKYBOX_LEFT; public static Texture SKYBOX_RIGHT; public static void loadTextures() { try { FLOOR = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/model/floor.png"))); FLOOR.setTextureFilter(GL11.GL_NEAREST); PLAYER = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/model/tree_pine_0.png"))); PLAYER.setTextureFilter(GL11.GL_NEAREST); SKYBOX_TOP = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_top.png"))); SKYBOX_TOP.setTextureFilter(GL11.GL_NEAREST); SKYBOX_BOTTOM = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_bottom.png"))); SKYBOX_BOTTOM.setTextureFilter(GL11.GL_NEAREST); SKYBOX_FRONT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_front.png"))); SKYBOX_FRONT.setTextureFilter(GL11.GL_NEAREST); SKYBOX_BACK = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_back.png"))); SKYBOX_BACK.setTextureFilter(GL11.GL_NEAREST); SKYBOX_LEFT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_left.png"))); SKYBOX_LEFT.setTextureFilter(GL11.GL_NEAREST); SKYBOX_RIGHT = TextureLoader.getTexture("PNG", new FileInputStream(new File("assets/textures/skybox_right.png"))); SKYBOX_RIGHT.setTextureFilter(GL11.GL_NEAREST); } catch (Exception e) { e.printStackTrace(); } } } Player.java public class Player { private Vector3f position; private float yaw; private float moveSpeed; public Player(float x, float y, float z, float yaw, float moveSpeed) { this.position = new Vector3f(x, y, z); this.yaw = yaw; this.moveSpeed = moveSpeed; } public void update() { if (Keyboard.isKeyDown(Keyboard.KEY_W)) walkForward(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_S)) walkBackwards(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_A)) strafeLeft(moveSpeed); if (Keyboard.isKeyDown(Keyboard.KEY_D)) strafeRight(moveSpeed); if (Mouse.isButtonDown(0)) yaw += Mouse.getDX(); LowPolyRPG.getInstance().getCamera().setPosition(-position.x, -position.y, -position.z); LowPolyRPG.getInstance().getCamera().setYaw(yaw); } public void walkForward(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw))); } public void walkBackwards(float distance) { position.setX(position.getX() - distance * (float) Math.sin(Math.toRadians(yaw))); position.setZ(position.getZ() + distance * (float) Math.cos(Math.toRadians(yaw))); } public void strafeLeft(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw - 90))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw - 90))); } public void strafeRight(float distance) { position.setX(position.getX() + distance * (float) Math.sin(Math.toRadians(yaw + 90))); position.setZ(position.getZ() - distance * (float) Math.cos(Math.toRadians(yaw + 90))); } public void render() { Model.PLAYER.render(new Vector3f(position.x, position.y + 12, position.z), new Vector3f(3, 3, 3), new Vector3f(0, -yaw + 90, 0), Textures.PLAYER, 128); GL11.glPushMatrix(); GL11.glTranslatef(position.getX(), position.getY(), position.getZ()); GL11.glRotatef(-yaw, 0, 1, 0); GL11.glScalef(5.8f, 21, 2.2f); GL11.glDisable(GL11.GL_LIGHTING); GL11.glLineWidth(3); GL11.glBegin(GL11.GL_LINE_STRIP); GL11.glColor3f(1, 1, 1); glVertex3f(1f, 0f, -1f); glVertex3f(-1f, 0f, -1f); glVertex3f(-1f, 1f, -1f); glVertex3f(1f, 1f, -1f); glVertex3f(-1f, 0f, 1f); glVertex3f(1f, 0f, 1f); glVertex3f(1f, 1f, 1f); glVertex3f(-1f, 1f, 1f); glVertex3f(1f, 1f, -1f); glVertex3f(-1f, 1f, -1f); glVertex3f(-1f, 1f, 1f); glVertex3f(1f, 1f, 1f); glVertex3f(1f, 0f, 1f); glVertex3f(-1f, 0f, 1f); glVertex3f(-1f, 0f, -1f); glVertex3f(1f, 0f, -1f); glVertex3f(1f, 0f, 1f); glVertex3f(1f, 0f, -1f); glVertex3f(1f, 1f, -1f); glVertex3f(1f, 1f, 1f); glVertex3f(-1f, 0f, -1f); glVertex3f(-1f, 0f, 1f); glVertex3f(-1f, 1f, 1f); glVertex3f(-1f, 1f, -1f); GL11.glEnd(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } public Vector3f getPosition() { return new Vector3f(-position.x, -position.y, -position.z); } public float getX() { return position.getX(); } public float getY() { return position.getY(); } public float getZ() { return position.getZ(); } public void setPosition(Vector3f position) { this.position = position; } public void setPosition(float x, float y, float z) { this.position.setX(x); this.position.setY(y); this.position.setZ(z); } } Thanks for the help.

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • LWJGL - Continuous key press event without delay

    - by Zarkopafilis
    I am checking for key presses and then based on the keys pressed I am moving a square around the screen. I am setting booleans for the keys WASD. But , Whenever I try to keep the key down , it takes a while till it moves continuously (Just a half second stop after a single move.) Any way to get rid of that and make it be "smooth"? Code: up = false; down = false; left = false; right = false; reset = false; while(Keyboard.next()){ if (Keyboard.getEventKeyState()) { if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = false; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } } }

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  • LWJGL glRotatef() without rotating axes?

    - by Brandon oubiub
    Okay so, I noticed when you rotate around an axis, say you do this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); That will rotate things 90 degrees around the x-axis. However, it also sort of rotates the y and z axes as well. So now the y-axis is pointing in and out of the screen, instead of up and down. So when I try to do stuff like this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); glRotatef(whatever, 0.0f, 1.0f, 0.0f); glRotatef(whatever2, 0.0f, 0.0f, 1.0f); The rotations around the y and z-axes end up not how I want them. I was wondering if there is any way I can sort of rotate just the axes back to their initial position after using glRotatef(), without rotating the object back. Or something like that, just so that when I rotate around the y-axis, it rotates around a vertical axis.

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  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

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