| Commit message (Collapse) | Author | Age | Files | Lines |
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EnableClientState(GL_VERTEX_ARRAY)
Jake2 authors commented out enabling the VERTEX_ARRAY client state since originally it won't get disabled.
However, using the ImmModeSink will disable it and hence missing objects will be the results.
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f5612e7dfc635359f15b402c2ee9022a5e703a9d, in search of regression introduced w/ same commit
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- Only list unique resolutions
- Use List<ScreenMode>
- Properly deactivateGLContext()/activateGLContext() for setMode(..)
Further:
- JoglES2Driver: Claim to have pointExt (FFP emul will follow up)
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New JOGL Renderer Order, last comes first if not defined by 'vid_ref':
- jogldummy
- joglgl2
- jogles2
- jogles1
+++
README JOGL2 Flags:
JOGL Renderer can be set via 'vid_ref', i.e. '+set vid_ref jogles2'
- jogles1 ES1 renderer, may use GL2ES1 w/ 'jogl_gl2es1 1'
- jogles2 ES1 renderer, may use GL2ES2 w/ 'jogl_gl2es2 1'
- joglgl2 GL2 renderer, maybe disabled w/ 'jogl_gl2 0'
- jogldummy NOP GL renderer to measure performance w/o GL costs
Special GLProfile selection flags:
- jogl_gl2 0 disable joglgl2, default enabled '1'
- jogl_gl2es1 1 allow desktop GL2ES1 for jogles1 renderer, default disabled '0'
- jogl_gl2es2 1 allow desktop GL2ES2 for jogles2 renderer, default disabled '0'
Special drawable surface flags:
- jogl_rgb565 1 requesting a RGB565 surface, otherwise request default RGB888 surface
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GL_EXT_point_parameters if not claimed, ImmModeSink: setResizeElementCount(..) lower than initial value, if no pointExt.
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ubytes for particle sim), use new ImmModeSink value conversion.
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glDrawElements(int mode, IntBuffer indices) -> glDrawElements(int mode, ShortBuffer indices)
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(required since we don't release ctx after each frame)
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initialElementSize == 4 (max in jake2, save memory); DrawElements w/ indices: Add GL_QUADS case
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[not-used] GL context), remove GL ctx switch for GL2, ES2 and ES1
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(i.e. no GL2 on mobile)
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default order 1) GL2ES2 2) GL2ES1 3) GL2 (to please mobile)
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FixedFunctionPipeline to complete each profile
GL2ES1 uses ImmModeSink
GL2ES2 uses ImmModeSink and FixedFunctionPipeline
TODO: Updated JOGL contained binaries w/ next aggregated build (please use the source until then)
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mode) - Prepare for ES2
- Removed AWT init dialog, replaced w/ UI less auto install if n/a @ default location:
$HOME/Jake2/baseq2
- JOGL GL2 Renderer 'joglgl2'
- JOGL ES2 Renderer 'jogles2' (TBD)
- Replaced JOGLKBD (AWT) w/ NEWTKBD
- JOGL* Renderer using NEWT
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doing swapBuffer already
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flicker); force display() when displayable (otherwise GL resources are not realized on windows)
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- Remove _very_ old JOGL port (net.java.games.jogl.GL)
- Rename Jsr231* -> Jogl*
- Port Jsr231 to Jogl2:
- package rename of jogl/joal
- use AWT GLCanvas derivation instead of partially reimplementing it in JoglDriver
- drop some EXT suffixes
- name driver 'jogl2'
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next-generation Java Plug-In. Added Globals.appletMode, Globals.applet
and Globals.sizeChangeListener to be able to easily pass around the
knowledge that the system is running in applet mode, and the applet
itself, which becomes the parent container for the output. Most
changes were in Jsr231Driver to support putting the Display into a
preexisting parent container rather than a new Frame each
time. Changed JOGLKBD to allow manual initialization of the parent
container rather than obtaining it from a CreateNotify or
ConfigureNotify event since these will never be generated in the
applet case. Removed various calls to System.exit(), although strictly
speaking this is no longer necessary because it is expected that the
separate_jvm parameter will be used in conjunction with the new Java
Plug-In to create a fresh JVM instance for each run of Jake2. Video
mode switching in applet mode is working; the applet resizes (via
JavaScript) to accommodate the newly selected resolution. Full screen
mode when running as an applet is not implemented at this point, as
the intent was to show this inside the browser, though support could
be added very straightforwardly.
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GridBagLayout is used to resize the GL canvas together with the frame
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do this only on loading and put the short name into the hash map
(much lesser String garbage)
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on console:
gl_swapinterval 0
turn it on:
gl_swapinterval 1
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