lwjgl3 | Java library that enables cross | Game Engine library

 by   LWJGL Java Version: 3.3.2 License: BSD-3-Clause

kandi X-RAY | lwjgl3 Summary

kandi X-RAY | lwjgl3 Summary

lwjgl3 is a Java library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine applications. lwjgl3 has no vulnerabilities, it has build file available, it has a Permissive License and it has medium support. However lwjgl3 has 87 bugs. You can download it from GitHub, Maven.

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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            kandi-support Support

              lwjgl3 has a medium active ecosystem.
              It has 4251 star(s) with 588 fork(s). There are 166 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 53 open issues and 653 have been closed. On average issues are closed in 170 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of lwjgl3 is 3.3.2

            kandi-Quality Quality

              OutlinedDot
              lwjgl3 has 87 bugs (2 blocker, 2 critical, 47 major, 36 minor) and 92626 code smells.

            kandi-Security Security

              lwjgl3 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              lwjgl3 code analysis shows 0 unresolved vulnerabilities.
              There are 68 security hotspots that need review.

            kandi-License License

              lwjgl3 is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              lwjgl3 releases are available to install and integrate.
              Deployable package is available in Maven.
              Build file is available. You can build the component from source.
              Installation instructions are available. Examples and code snippets are not available.
              lwjgl3 saves you 1451882 person hours of effort in developing the same functionality from scratch.
              It has 631098 lines of code, 90746 functions and 4278 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed lwjgl3 and discovered the below as its top functions. This is intended to give you an instant insight into lwjgl3 implemented functionality, and help decide if they suit your requirements.
            • 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 .
            Get all kandi verified functions for this library.

            lwjgl3 Key Features

            No Key Features are available at this moment for lwjgl3.

            lwjgl3 Examples and Code Snippets

            Context error when using glCreateShader in LWJGL
            Javadot img1Lines of Code : 7dot img1License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            // 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
            Why does LWJGL (OpenGL) drawElements not draw?
            Javadot img2Lines of Code : 231dot img2License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            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
            Is it possible to mix C++ OpenGL code with Java using LWJGL?
            Javadot img3Lines of Code : 7dot img3License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
                // 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
            Calling the "glClearColor()" function causes core dump
            Javadot img4Lines of Code : 6dot img4License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            // 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

            QUESTION

            Noob question using legacy LWJGL with canvas
            Asked 2022-Mar-23 at 00:25

            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 00:25

            There 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.

            Source https://stackoverflow.com/questions/71572187

            QUESTION

            How to render a LWJGL game scene to a ByteBuffer?
            Asked 2021-Oct-15 at 13:37

            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 23:51

            There'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 and glReadPixels, they both read data from graphics memory to system memory. In your case you're reading the texture data in buffer 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.

            Source https://stackoverflow.com/questions/69519479

            QUESTION

            LWJGL - difference between GL15 & GL30
            Asked 2021-Jun-20 at 07:14

            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 07:14

            The 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.

            Source https://stackoverflow.com/questions/68053460

            QUESTION

            Loading generated texture data is inconclusive in Libgdx/Lwjgl
            Asked 2021-May-06 at 03:56

            The following data format:

            ...

            ANSWER

            Answered 2021-May-06 at 03:56

            I 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:

            Source https://stackoverflow.com/questions/67298120

            QUESTION

            How to control the frame rate of my LWJGL window int LWJGL3?
            Asked 2021-Mar-16 at 14:41

            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 14:41

            You can enable V-sync with glSwapInterval(1); after you create your window which will limit the fps to your monitor's refresh rate.

            Source https://stackoverflow.com/questions/66348520

            QUESTION

            How to prevent GLFW window from showing up right in creating?
            Asked 2021-Feb-21 at 08:12

            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 08:11

            Create a hidden window. See GLFW - Window visibility. Set the GLFW_VISIBLE property before creating the window

            Source https://stackoverflow.com/questions/66299684

            QUESTION

            Object is rotating weidly when using JOML
            Asked 2020-Nov-01 at 20:09

            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:

            1. Could not understand anything.
            2. 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 20:09

            I just found out what the problem is.

            This where my quad coordinates:

            Source https://stackoverflow.com/questions/64631440

            QUESTION

            I am getting a 'NoClassDefFoundError'
            Asked 2020-Oct-12 at 09:16

            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.

            Image of my workspace

            Code:

            ...

            ANSWER

            Answered 2020-Oct-12 at 09:16

            This 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.

            Source https://stackoverflow.com/questions/64307748

            QUESTION

            how to use JOML to simulate OpenGL like Model, View Matrices on 3D projection to 2D plane?
            Asked 2020-Sep-22 at 18:22

            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 17:02

            You 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:

            Source https://stackoverflow.com/questions/64012912

            QUESTION

            Window resize doesn't effect contents
            Asked 2020-Jun-07 at 07:47

            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 07:47

            In order for the contents of the window to resize properly you need to respond to the resize of the window with:

            Source https://stackoverflow.com/questions/62239485

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install lwjgl3

            As of version 3.1.0, LWJGL is distributed as a set of modules. Only the core module is required and all bindings are optional (but some bindings depend on other bindings). The easiest way to download LWJGL is to use the build configurator on the website. The build configurator generates Maven & Gradle declarations that can be added to existing projects. This is the easiest way to use LWJGL while developing.
            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

            Support

            Most common issues faced by LWJGL users are trivially addressed with the following:. LWJGLX/debug is a Java Agent that will automatically detect a lot of these issues. It can also generate a trace log that's useful when reporting issues to LWJGL. When asking for help or when you suspect a bug in LWJGL, preparing an MVCE (Minimal, Complete, and Verifiable example) that reproduces the issue will improve the chances of a quick and useful response.
            Find more information at:

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