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How to render a LWJGL game scene to a ByteBuffer?
ByteBuffer bb = org.lwjgl.system.MemoryUtil.memAlloc(width * height * 4);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, bb);
// Test with stb_image to write as jpeg:
// org.lwjgl.stb.STBImageWrite.stbi_flip_vertically_on_write(true);
// org.lwjgl.stb.STBImageWrite.stbi_write_jpg("frame.jpg", width, height, 4, bb, 50);
org.lwjgl.system.MemoryUtil.memFree(bb);
Loading generated texture data is inconclusive in Libgdx/Lwjgl
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).asFloatBuffer();
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).order(ByteOrder.LITTLE_ENDIAN).asFloatBuffer();
-----------------------
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).asFloatBuffer();
dataBuf = ByteBuffer.allocateDirect(Float.BYTES * 4 * width * height).order(ByteOrder.LITTLE_ENDIAN).asFloatBuffer();
How to prevent GLFW window from showing up right in creating?
GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GLFW.GLFW_FALSE);
window = GLFW.glfwCreateWindow(width, height, title,
isFullscreen ? GLFW.glfwGetPrimaryMonitor() : 0, 0);
Object is rotating weidly when using JOML
float[] vertices = {
-0.5f, 0.5f, -1f,
-0.5f, -0.5f, -1f,
0.5f, -0.5f, -1f,
0.5f, 0.5f, -1f
};
float[] vertices = {
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f
};
-----------------------
float[] vertices = {
-0.5f, 0.5f, -1f,
-0.5f, -0.5f, -1f,
0.5f, -0.5f, -1f,
0.5f, 0.5f, -1f
};
float[] vertices = {
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f
};
how to use JOML to simulate OpenGL like Model, View Matrices on 3D projection to 2D plane?
tempvec = tempvec.mul(projectionMatrix);
cube4f[i][j] = new Vector4f(
tempvec.x / tempvec.w,
tempvec.y / tempvec.w,
tempvec.z / tempvec.w,
1.0f);
Vector4f tempvec = new Vector4f(cube3f[i][j], 1.0f).mul(modelMatrix);
-----------------------
tempvec = tempvec.mul(projectionMatrix);
cube4f[i][j] = new Vector4f(
tempvec.x / tempvec.w,
tempvec.y / tempvec.w,
tempvec.z / tempvec.w,
1.0f);
Vector4f tempvec = new Vector4f(cube3f[i][j], 1.0f).mul(modelMatrix);
Window resize doesn't effect contents
glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() {
@Override
public void invoke(long window, int argWidth, int argHeight) {
resizeWindow(argWidth, argHeight);
}
});
private void resizeWindow(int argWidth, int argHeight) {
glViewport(0, 0, argWidth,argHeight);
adjustProjectionMatrix(width, height); // recalculating projection matrix (only if you are using one)
}
if (Display.wasResized()) {
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
adjustProjectionMatrix(Display.getWidth(), Display.getHeight()); // only if you are using one
}
-----------------------
glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() {
@Override
public void invoke(long window, int argWidth, int argHeight) {
resizeWindow(argWidth, argHeight);
}
});
private void resizeWindow(int argWidth, int argHeight) {
glViewport(0, 0, argWidth,argHeight);
adjustProjectionMatrix(width, height); // recalculating projection matrix (only if you are using one)
}
if (Display.wasResized()) {
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
adjustProjectionMatrix(Display.getWidth(), Display.getHeight()); // only if you are using one
}
-----------------------
glfwSetWindowSizeCallback(window, new GLFWWindowSizeCallback() {
@Override
public void invoke(long window, int argWidth, int argHeight) {
resizeWindow(argWidth, argHeight);
}
});
private void resizeWindow(int argWidth, int argHeight) {
glViewport(0, 0, argWidth,argHeight);
adjustProjectionMatrix(width, height); // recalculating projection matrix (only if you are using one)
}
if (Display.wasResized()) {
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
adjustProjectionMatrix(Display.getWidth(), Display.getHeight()); // only if you are using one
}
Why is the data parameter in Gl.BufferSubData() method of OpenGL.NET an IntPtr?
var data = new float[] { ... };
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), (uint)(4 * data.Length), data);
IntPtr unmanagedPointer = Marshal.AllocHGlobal(size);
Marshal.Copy(..., 0, unmanagedPointer, size);
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), size, unmanagedPointer);
Marshal.FreeHGlobal(unmanagedPointer);
-----------------------
var data = new float[] { ... };
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), (uint)(4 * data.Length), data);
IntPtr unmanagedPointer = Marshal.AllocHGlobal(size);
Marshal.Copy(..., 0, unmanagedPointer, size);
Gl.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(0), size, unmanagedPointer);
Marshal.FreeHGlobal(unmanagedPointer);
Skybox does not show textures
glEnable(GL_TEXTURE_CUBE_MAP);
QUESTION
Noob question using legacy LWJGL with canvas
Asked 2022-Mar-23 at 00:25Just 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.
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