lwjgl3 | Java library that enables cross | Game Engine library
kandi X-RAY | lwjgl3 Summary
kandi X-RAY | lwjgl3 Summary
LWJGL (is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem. LWJGL is an enabling technology and provides low-level access. It is not a framework and does not provide higher-level utilities than what the native libraries expose. As such, novice programmers are encouraged to try one of the frameworks or game engines that make use of LWJGL, before working directly with the library. LWJGL is open source software and freely available at no charge. If you'd like to contribute, see doc/README for a quick overview of the project structure, installation instructions and configuration options.
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Top functions reviewed by kandi - BETA
- Check if the extents are available .
- Formats the constants for the constants .
- Creates a capabilities object for the given ALC function .
- Configure the properties .
- Creates the capabilities for the WGL window .
- Setup debugging debug message .
- Gets extract path .
- Generate native module info classes .
- Internal routine to compare 64 bits .
- Flush matches .
lwjgl3 Key Features
lwjgl3 Examples and Code Snippets
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities instance and ma
package sample;
import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.o
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities
// This line (~the above) is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities in
Community Discussions
Trending Discussions on lwjgl3
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 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 following ThinMatrix's Opengl tutorial using LWJGL3. There's been lots of GL15
and GL30
in the code. What do they mean? Are these different opengl versions? And why do some of them contain fields that the other object does not have. Like GL15
has the .GL_ARRAY_BUFFER
field yet GL30
does not despite seemingly coming after GL15
.
ANSWER
Answered 2021-Jun-20 at 07:14The namespaces refer to the OpenGL versions in which features were introduced (see OpenGL specification - Khronos OpenGL registry ). OpenGL is backwards compatible (at least with a compatibility profile OpenGL Context). If you use GL30
, you can also use the implementations of GL15
. GL30
does not repeat the implementations contained in GL15
. So you have to use both namespaces.
QUESTION
The following data format:
...ANSWER
Answered 2021-May-06 at 03:56I am able to replicate the issue with the given code, and it can be fixed with a one-line change. Your FloatBuffer defaults to big-endian byte order, and it looks like libGDX, LWJGL, and/or OpenGL expect little-endian. I made your example into an executable test case here: https://github.com/yellowstonegames/SquidLib/blob/master/squidlib/src/test/java/squidpony/gdx/tests/issues/Issue6516.java#L37 (the test case doesn't depend on the library as a whole, it just is handy to test libGDX issues in a project that already depends on libGDX and has assets available). My fix is to change:
QUESTION
I'm learning now LWJGL3
, and I have a problem.
I want to limit the frame rate of my window to 60 FPS, but I don't know how to do that in LWJGL3
.
In LWJGL2
which I used before I switched to LWJGL3
I call Display.sync(60);
before calling Display.update();
, but in LWJGL3
the Display
class was replaced by window which controlled by the GLFW
class.
SO, which method replaced the Display.sync(int frame_rate);
method?
ANSWER
Answered 2021-Mar-16 at 14:41You can enable V-sync with glSwapInterval(1);
after you create your window which will limit the fps to your monitor's refresh rate.
QUESTION
I am creating a 3D game using LWJGL3
, and I want the window loaded in the background and hidden, wait for my game setup and only than showing up.
My problem is even if I call GLFW.glfwHideWindow(window)
immidetly after GLFW.glfwCreateWindow(width, height, title, isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);
the window flickering, than load the game and than showing up (when I want).
How to prevent the window from flickering? Maybe I just change one of the arguments in GLFW.glfwCreateWindow
?
My code: Window class:
...ANSWER
Answered 2021-Feb-21 at 08:11Create a hidden window. See GLFW - Window visibility. Set the GLFW_VISIBLE
property before creating the window
QUESTION
I am trying to create a 3D engine using LWJGL3 and i keep getting this issue:
When rotating an object it does this:
The quad SHOULD be in the middle, as i didn't change the x coordinate, but it isn't. I actually tried to redo the transformation matrix using the old utilities jar from LWJGL2 and the quad rotated on its axis, not in some sort of orbit around the middle.(btw i am using the latest version of JOML)
When i searched on google about the issue i:
- Could not understand anything.
- The things that i understood wouldn't work (like updating JOML)
Here is the code that generates the transformation matrix:
...ANSWER
Answered 2020-Nov-01 at 20:09I just found out what the problem is.
This where my quad coordinates:
QUESTION
I am just starting to learn LWJGL3, but fot some reason, the imports don't work. I tried 2 methods of installing LWJGL3, first time I followed a video tutorial, second time I installed it how the official installation guide told me to (Guide). All of the JARs that come with LWJGL3 are included in the JRE System Library. The error appears as soon as I try to utilise glfw.
Code:
...ANSWER
Answered 2020-Oct-12 at 09:16This took way too long, but I got it to work. I installed LWJGL3 with Gradle, made a Gradle project and copied the Java source code to the Gradle project.
QUESTION
After years of taking beginner courses in OpenGL and linear algebra courses, I recently finally understood the point of the Model, View and Projection Matrices. Basically the Model Matrix converts the vertex coordinates of an 3D model into vertex coordinates in a 3D world (translating, rotating and scaling the model relative to the origin of the 3D world). The View Matrix converts the vertex coordinates of the 3D world into vertex coordinates relative to a camera (usually only translation and rotation of the world relative to the camera) and the Projection Matrix is used to compute/convert the vertex coordinate in a Camera view into a projection on a 2D plane (usually the screen).
I'm trying to create a camera system in a 3D Projection on a 2D Plane without OpenGL but by using JOML which is a Java Math (Mostly Linear Algebra math) Library for OpenGL often used with the LightWeight Java Game Library 3. I am able to create a camera system in OpenGL, which is quite easy with the 3 aforementioned matrices. But when I use the same exact matrices (and some extra code so that the projection appears on the screen) I can only do the Projection on a 2D Plane. The Model Matrix and View Matrix don't seem to have any effect on the way the model is projected on the screen.
Here is the code I'm using to project a cube on the screen:
...ANSWER
Answered 2020-Sep-22 at 17:02You missed the Perspective divide. The clip space coordinate is a Homogeneous coordinates. You have to transform the Homogeneous clip space coordinate to a Cartesian normalized device coordinate (all components are in range [-1, 1]) by dividing the x
, y
and z
component by the w
cpmponent:
QUESTION
I have an issue with resizing my window on LWJGL3 and GLFW. I can resize the window, however what is rendered to it does not size with it, most likely a coordinate issue. I've listed my Display and Main classes.
...ANSWER
Answered 2020-Jun-07 at 07:47In order for the contents of the window to resize properly you need to respond to the resize of the window with:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install lwjgl3
lwjgl-<module>.jar
lwjgl-<module>-sources.jar
lwjgl-<module>-javadoc.jar
lwjgl-<module>-natives-<platform>.jar (for some bindings)
Linux x64
Linux arm64 (ARMv8/AArch64)
Linux arm32 (ARMv7/armhf)
macOS x64
macOS arm64
Windows x64
Windows x86
Windows arm64
Samples (simple samples covering basic usage of LWJGL bindings)
Demo suite (includes advanced OpenGL and Vulkan demos)
Wiki tutorials
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