jogl

How to apply Bullet physics to drawn Opengl 3d shapes

我的梦境 提交于 2019-12-03 03:18:57
I was just wondering whether there is a way to apply bullet physics to opengl drawn objects (created using glVertex3f or triangle mesh with glVertexAttribPointer). I am currently using jogl and jbullet to apply physics to my 3D objects. Specifically if I give a buffer of vertices for a triangle mesh shape for the 3d object. I need Bullet to create a CollisionShape based on the triangle mesh shape, and apply the physics to it, which at the same time apply physics to the drawn opengl objects. At the moment, the physical collision shape may move (in bullet), but the drawn opengl shape is not.

How to use jzy3d in android using eclipse?

怎甘沉沦 提交于 2019-12-02 09:23:56
Hi. I want to create a 3dplot graph in android. I want to use jzy3d lib and found this example for beginning. import org.jzy3d.chart.Chart; import org.jzy3d.colors.Color; import org.jzy3d.colors.ColorMapper; import org.jzy3d.colors.colormaps.ColorMapRainbow; import org.jzy3d.maths.Range; import org.jzy3d.plot3d.builder.Builder; import org.jzy3d.plot3d.builder.Mapper; import org.jzy3d.plot3d.builder.concrete.OrthonormalGrid; import org.jzy3d.plot3d.primitives.Shape; import org.jzy3d.plot3d.rendering.canvas.Quality; import org.jzy3d.ui.ChartLauncher; import android.os.Bundle; import android.app

Card supports OpenGL 4.1 but no GL4 implementation on thread?

最后都变了- 提交于 2019-12-02 02:12:51
When I run my test JOGL app, it says that I only have GL2 available on the thread when my system supports up to OpenGL 4.1 according to the OpenGl Extensions Viewer . Does anyone see anything obvious why only GL2 would be supported in the thread? I am using a mid-2015 Macbook Pro with Intel Iris and AMD Radeon R9 graphics cards. This is the very first exercise in the book [Computer Graphics Programming in OpenGL with Java]. 4 Java Version: Java8 JOGL Version: 2.3.2 GlueGen Version: 2.3.2 import java.nio.*; import javax.swing.*; import static com.jogamp.opengl.GL4.*; import com.jogamp.opengl.*;

Why won't this Java OpenGL (JOGL) program run?

偶尔善良 提交于 2019-12-02 01:04:53
问题 The following code was taken from https://sites.google.com/site/justinscsstuff/jogl-tutorial-2 import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.*; import javax.media.opengl.awt.GLCanvas; public class SimpleScene { public static void main(String[] args) { GLProfile glp = GLProfile.getDefault(); GLCapabilities caps = new GLCapabilities(glp); GLCanvas canvas = new GLCanvas(caps); Frame frame = new Frame("AWT Window Test");

Draw offscreen with JOGL

邮差的信 提交于 2019-12-01 19:33:00
As part of a larger project I'm trying to implement a facility using JOGL that will export 3D renderings to bitmap formats. We do this by creating a GLJPanel and drawing the scene we want to it, then extracting the bitmap. This all works fine as long as the system has at least one visible window on the screen - not necessarily the window containing the panel we are drawing to. But if we try to do this without making any window visible the GLJPanel won't draw. Stepping through the JOGL source I find that it won't draw unless it has a valid peer - essentially unless addNotify() has been called

Speed of cos() and sin() function in GLSL shaders?

时光总嘲笑我的痴心妄想 提交于 2019-12-01 15:45:35
I'm interested in information about the speed of sin() and cos() in Open GL Shader Language . The GLSL Specification Document indicates that: The built-in functions basically fall into three categories: ... ... They represent an operation graphics hardware is likely to accelerate at some point. The trigonometry functions fall into this category. EDIT: As has been pointed out, counting clock cycles of individual operations like sin() and cos() doesn't really tell the whole performance story. So to clarify my question, what I'm really interested in is whether it's worthwhile to optimize away sin

Speed of cos() and sin() function in GLSL shaders?

不问归期 提交于 2019-12-01 13:52:01
问题 I'm interested in information about the speed of sin() and cos() in Open GL Shader Language . The GLSL Specification Document indicates that: The built-in functions basically fall into three categories: ... ... They represent an operation graphics hardware is likely to accelerate at some point. The trigonometry functions fall into this category. EDIT: As has been pointed out, counting clock cycles of individual operations like sin() and cos() doesn't really tell the whole performance story.

Thick Bezier Curves in OpenGL

情到浓时终转凉″ 提交于 2019-12-01 12:53:07
I am writing a program in java using the jogl opengl bindings. I need to create a bezier curve that varies in thickness along the curve. So far I've only managed a thin bezier curve of single points. I'm pretty sure that this isnt going to be an easy thing to do, but i I have no idea where to even begin looking for the solution. If anyone could point me in the right direction as to how to solve this, it'd be greatly appreciated! James Sample the curve and for each sample point compute two points, one on each side of the curve, along the normal line at the sample point and at a distance equal

Thick Bezier Curves in OpenGL

核能气质少年 提交于 2019-12-01 10:30:06
问题 I am writing a program in java using the jogl opengl bindings. I need to create a bezier curve that varies in thickness along the curve. So far I've only managed a thin bezier curve of single points. I'm pretty sure that this isnt going to be an easy thing to do, but i I have no idea where to even begin looking for the solution. If anyone could point me in the right direction as to how to solve this, it'd be greatly appreciated! James 回答1: Sample the curve and for each sample point compute

Where can I find the package javax.media.opengl?

耗尽温柔 提交于 2019-11-30 17:41:17
I need to import the javax.media.opengl.* package. From Java OpenGL Wiki to http://jogamp.org/ , I am sort of confused which download I need. There is a long list of build downloads here , but they are all .7z files and I am looking for a download usable for a Windows XP 32-bit machine. Ned Bingham You only need two packages for java OpenGL: jogl.all.jar -> this contains javax.media.opengl. gluegen-rt.jar -> this contains com.jogamp.opengl. Both of which are in here: jogamp-all-platforms.7z http://jogamp.org/deployment/jogamp-current/archive/ Edit They seem to have reorganized their site. I