lwjgl | LWJGL 2.X - The Lightweight Java Game Library | Game Engine library
kandi X-RAY | lwjgl Summary
kandi X-RAY | lwjgl Summary
[LEGACY] LWJGL - Lightweight Java Game Library.
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Top functions reviewed by kandi - BETA
- Creates a window
- Checks if network supports fullscreen mode
- Returns the window mode for the network
- Gets the handle to the parent peer handle
- Used by sorting code
- Initialize the heap
- Draw a cylinder
- Computes the scaling factor
- Determine the context profile
- Determine the context profile to use
- Render a partial disk
- Performs the installation
- Creates the actual cursor
- Draw a sphere
- Sets the icon for the given image
- Convert this color to an HSB color
- Get the next device event
- Poll the inputs
- Get cache line size
- Use this method to render the GLT - TESSLT transform
- Convert HSB color to RGB
- Initialise the game
- Transforms an array variable assignment
- Transform a method call to an array index
- Render a disk on disk
- Initializes the keyboard mapping
lwjgl Key Features
lwjgl Examples and Code Snippets
Community Discussions
Trending Discussions on lwjgl
QUESTION
Just installed libGDX & android studio yesterday. My boss wants to use libGDX & javaFX (for UI) together in a project.
My assumptions: It sounds like I can do that by using a canvas. LWJGL3 does not support a canvas backend. So i need to use the legacy LWJGL2
My question: How in an existing project do I add legacy support and the libraries?
My current compile is failing with: error: package com.badlogic.gdx.backends.lwjgl does not exist import com.badlogic.gdx.backends.lwjgl.LwjglAWTCanvas
...ANSWER
Answered 2022-Mar-23 at 00:25There are instructions here for migrating from lwjgl2 to lwjgl3, so you can follow them in reverse.
Basically, change your module's dependency from com.badlogicgames.gdx:gdx-backend-lwjgl3
to com.badlogicgames.gdx:gdx-backend-lwjgl
and change your launcher class to use LwjglApplication instead of Lwjgl3Application. The associated application configuration class works a bit differently, too. It uses public fields instead of setter methods.
QUESTION
I'm trying to run the example code from https://www.lwjgl.org/guide on macOS Big Sur 11.6 (Apple M1 chip). I imported all of the necessary libraries and wrote -XstartOnFirstThread
in VM options and got this error:
ANSWER
Answered 2022-Mar-14 at 20:57You selected the wrong natives in the LWJGL customizer for your CPU architecture. You selected macOS x64, however M1 is not x86 but arm. The current* LWJGL release 3.2.3 does not support macOS arm. You have to use the 3.3.0 Early Access version on the LWJGL customizer and then select the macOS arm64 native.
EDIT:
* LWJGL 3.3.0 is already released and hence one does not necessarily need to choose "Early Access" version anymore. Both x64 and arm natives can now be selected in a stable release version of LWJGL.
QUESTION
I have written a simple program with LWJGL. The problem is that every time I try to run the app, I encounter this error:
...ANSWER
Answered 2022-Jan-29 at 21:14You are requesting OpenGL 3.3 core (the "3.3" is not the LWJGL or GLFW version 3.3 - it is the OpenGL context version you are requesting), which does not have the deprecated OpenGL functions available, that you are trying to use - glBegin
and glVertex2f
.
The error message hints at that:
No context is current or a function that is not available in the current context was called.
There is also a misunderstanding. To clarify, the following comments in your code are misleading/wrong:
QUESTION
I'm making a Java application with LWJGL following this tutorial with Eclipse, Java 15 and LWJGL 2. However, I keep getting this error:
...ANSWER
Answered 2022-Jan-23 at 20:06You are using a very very old and outdated version of LWJGL, namely version 2, together with a more modern Java/JRE version 15 shipped with Eclipse.
What will solve your issue is when you use an explicit older Java/JRE version, preferably OpenJDK 8, as that is guaranteed/tested to work with LWJGL 2. So, download an OpenJDK 8 and instruct Eclipse to use that to run your application.
It is very likely that LWJGL 2 simply does not work with any Java/JRE version higher than 8, as that is the last version tested against the last LWJGL 2 release version. While it is true that old Java code should work with newer JRE/Java versions, this promise breaks in the event of native code, which LWJGL 2 contains a lot of in order to interop with the JRE and especially its JAWT/AWT library.
So, a few dates on a timeline to get what you are doing into perspective:
- Java 8 release date: March 2014
- Publish date of the YT tutorial you are watching: July 2014
- The last LWJGL 2 release (2.9.3): January 2015 ...
- Java 15 release date: September 2020
Please keep in mind that tutorials as well as software/library versions do get outdated and eventually cease to work by becoming incompatible with an advancing/newer runtime and its provided/dependent libraries.
Again: LWJGL 2 is completely end of life for more than seven years now and will not be improved/fixed or otherwise worked on. The next version is LWJGL 3 (first version released in 2016), which is very actively being worked on and does work with even the latest JRE/Java version (OpenJDK 19 Early Access to this date).
QUESTION
I have a small project, which was written with LWJGL 2 and wanted now to move to version 3. I changed the main lib without bigger problems. But in small steps. So I first didn't do a change to the Vector and Matrix classes. Instead, in the new project I added the old lwjgl_util.jar. I could render everything as normal. The only loss I had till this point was the input of keyboard and mouse, but this is not a big problem.
The next and crucial step was to delete the extra .jar file again and change all imports to the org.joml.Vector2f, org.joml.Vector2f and org.joml.Matrix4f classes, and the needed changes in my code. Eclipse says there is no more error, and so says the JVM too.
The code runs, if I print vectors or matrices. They all have data as they should.
But instead of the normal world it should render, there is only the clear color for the background (the correct one btw.).
My thinking is, I got no data from Java to the shader and shader multiplies all matrices to zero and I can't see anything.
I found this line on https://github.com/JOML-CI/JOML/wiki/Migrating-from-LWJGL-2 and have an idea that this could may be my problem, but I don't understand exactly what it means:
One important difference is the handling of NIO FloatBuffers when getting values from or writing values into a FloatBuffer. In LWJGL 2 the position of the FloatBuffer will be incremented by load and store operations. In JOML the position will not be changed!
So my question now:
How is the handling of the FloatBuffers with this not changing position be done?
...ANSWER
Answered 2022-Jan-21 at 09:33Remove the call to matrixBuffer.flip()
To know why your code does not work requires you to know what Buffer.flip()
(called via your FloatBuffer.flip()
) does exactly:
Flips this buffer. The limit is set to the current position and then the position is set to zero. If the mark is defined then it is discarded.
(bold highlight by me).
You know, a NIO Buffer has a position, mark, limit and capacity. When you create a new NIO Buffer e.g. via BufferUtils.createFloatBuffer(size)
then you will be given a FloatBuffer
that is a view of an underlying direct ByteBuffer
which has a capacity of size
, a limit of size
, a position of 0
and no mark set.
Usually, relative NIO Buffer put operations in the JDK will increment the buffer's position. However, JOML's Matrix/Vector.get(Buffer)
won't do this, much like all LWJGL/OpenGL methods which take a NIO Buffer as parameter, such as GL15.glBufferData(...)
.
So, when you call Matrix4f.get(FloatBuffer)
then the position of the supplied Buffer will not be modified and therefore, calling .flip()
on that buffer afterwards will set the limit
of the buffer to where the buffer's position was (likely 0
).
The next thing you need to know is that LWJGL methods that take a NIO Buffer will use the buffer's .remaining()
(which is .limit() - .position()
) to determine the argument value to any size/length parameters for the underlying native OpenGL function call. In the case of glUniformMatrix4fv()
with native signature:
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
LWJGL will infer the value for the count
parameter based on the .remaining() / 16
of the supplied NIO Buffer. Since your Buffer likely has a .remaining()
of 0
(due to the .flip()
call when said buffer had a position of 0
- due to Matrix4f.get(FloatBuffer)
not having incremented the position) the supplied OpenGL function argument will be 0
, which will cause a noop in this case.
QUESTION
I was trying to export .jar file of my lwjgl game so I can send it to my friend using gradle. When I've opened jar in /build/libs via typing java -jar [name of file] this error message appear:
...ANSWER
Answered 2022-Jan-04 at 20:02You are currently not including the runtime natives jar files of LWJGL into your fat jar file.
So, you don't need to add any JVM arguments like -Djava.library.path
or -Dorg.lwjgl.librarypath
but merely must make sure that the "natives-linux" dependencies/jar files are in the classpath when you run the jar.
One way to achieve this in your case is by not only iterating over the compile-time dependencies but over the runtime dependencies in your jar task to also collect those and add them to the fat jar file that you build, because you definitely will need them at runtime.
So, change this line:
QUESTION
I understand that this is a relatively common question, but I've followed the answers to so many of these at this point and none of them work.
I'm using Eclipse (on Mac now although I had the issue on Windows) and I want to learn the LWJGL which is a library for Java. I downloaded all the jars, and copied them into a lib folder:
then, as an example I added 3 of them to the project's build path, so that they appear in the referenced libraries section
Now, although I can literally see that org.lwjgl
for example is in my referenced libraries, I am always unable to use it in my code...
does anyone know why this keeps happening?
...ANSWER
Answered 2021-Oct-17 at 16:36You seem to be using a modularized Java application, that is, one that uses the Java 9+ module system with its module path and not the pre-Java-Module-System classpath.
So you are going to have to declare a dependency in your project's module-info.java
as well, making it look something like:
QUESTION
I start learning LWJGL very recently and I am trying to get a simple shader to work. I followed an "old" tutorial but when I run the code no shapes appear (the window open but it is just black). Here is my .vs file for my shader :
...ANSWER
Answered 2021-Sep-16 at 10:31The problem was that in the shader class, I was setting values too early, and the matrices multiplication can't work because of that. We just need to put
QUESTION
I am currently working on a project that involves rendering LWJGL game scenes to a video stream instead of a window. I believe I can achieve that if I render a game scene to an intermediate format, such as a ByteBuffer. I am trying to extend LWJGL VoxelGame
demo as a proof of concept.
I have found a similar SO question and a forum post but I was not able to make that work. I am a beginner on OpenGL and LWJGL and I am struggling on finding comprehensible documentation on that.
On the start of the render loop (runUpdateAndRenderLoop
) the function glBindFramebuffer
is called. To my understanding it binds FBO to the current context so that any rendering will be directed to it.
I have tried using glGetTexImage
and glReadPixels
to populate a ByteBuffer but it didnt work. I have also tried that after glBlitFramebuffer
since I want to get the full rendered image to the ByteBuffer.
How can I render the current game scene to a ByteBuffer? Is there a better way of going about rendering game scenes to a video stream instead of an intermediate ByteBuffer?
...ANSWER
Answered 2021-Oct-12 at 23:51There's a bunch of problems in your code, and that's without even seeing the core of the problem yet, since it's in the // ...
part:
You don't use
glfwSwapBuffers
when you're trying to render in a headless setup, that's only needed when you render to the context back buffer and want to swap it to screen.You don't want both
glGetTexImage
andglReadPixels
, they both read data from graphics memory to system memory. In your case you're reading the texture data inbuffer
then overwriting it with the backbuffer data, which should be empty since you never wrote to it.You definitely do not want
glBlitFramebuffer
, that's for copying from video memory to video memory. You seriously need to stop and read the documentation, throwing random functions at your video driver is a sure way to make it crash.You need to enable OpenGL's debug layer validation, especially while trying all these random functions. And related, you need to check your frame buffer setup (
glCheckFramebufferStatusEXT
), I'm willing to bet money you didn't, but you don't show your code.You don't show your frame buffer bindings, so I can't tell if you're doing this for sure or not, but you need to bind the frame buffer as "read" (
GL_READ_FRAMEBUFFER
) before reading from it. I only see a "draw" frame buffer binding, and you're only randomly clearing it.And lastly, you should never stall the CPU on a read operation from video memory, especially when you have things you should be doing, like video encoding. Use pixel buffer objects in a round-robin fashion to double or triple buffer the transfer, so there's no stall.
QUESTION
I'm learning OpenGL following this video. While it's based on C++, I attempt to use Kotlin instead with lwjgl. As I code and run this:
...ANSWER
Answered 2021-Oct-07 at 11:45LWJGL 3 does not support on-heap (i.e. non-direct) NIO Buffers when talking to a native library like stb_image. Non-direct/on-heap NIO Buffers are those that are wrappers of a Java byte array.
With LWJGL 3 you always need to use off-heap (i.e. direct) NIO Buffers.
See https://docs.oracle.com/javase/7/docs/api/java/nio/ByteBuffer.html#direct for a further explanation of the differences.
So, instead of
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Install lwjgl
You can use lwjgl like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the lwjgl component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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