lwjgl3-demos | Demo suite for LWJGL | Learning library

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

kandi X-RAY | lwjgl3-demos Summary

kandi X-RAY | lwjgl3-demos Summary

lwjgl3-demos is a Java library typically used in Tutorial, Learning applications. lwjgl3-demos has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

Demo suite for LWJGL 3.
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            kandi-support Support

              lwjgl3-demos has a low active ecosystem.
              It has 301 star(s) with 89 fork(s). There are 22 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 28 have been closed. On average issues are closed in 42 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-demos is current.

            kandi-Quality Quality

              lwjgl3-demos has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              lwjgl3-demos 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-demos releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              It has 54476 lines of code, 2537 functions and 144 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed lwjgl3-demos and discovered the below as its top functions. This is intended to give you an instant insight into lwjgl3-demos implemented functionality, and help decide if they suit your requirements.
            • Main entry point
            • Create vertices
            • Creates a uniform buffer
            • Maps a UBO to a device
            • Start rendering the frame
            • Triangulates the grid
            • Find the linepp for the vertices
            • Creates a GLFW window
            • Render a quad
            • Creates the GLFW window
            • Start the downloader
            • Sample vector
            • Updates the view perspective
            • Iterate over the front of the channel
            • This method is thread safe
            • Thread that is thread safe
            • Create the vertex layout
            • Runs the update loop
            • Merge the given array
            • Enlarges the specified buffers if needed
            • Convert a list of faces into a position vector
            • Minimize fitness function
            • Called when the sprites are loading
            • Main method
            • Rasterization
            • Main method
            Get all kandi verified functions for this library.

            lwjgl3-demos Key Features

            No Key Features are available at this moment for lwjgl3-demos.

            lwjgl3-demos Examples and Code Snippets

            No Code Snippets are available at this moment for lwjgl3-demos.

            Community Discussions

            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

            Skybox does not show textures
            Asked 2020-Apr-08 at 22:50

            My skybox is displayed, but does not display the textures that I load from the image. Instead, it shows the black color.

            I am using a render with MultisampledFbo support.

            My texture loading code looks like this:

            ...

            ANSWER

            Answered 2020-Apr-08 at 21:05

            Legacy OpenGL's texturing has to be enabled. To perform cube-mapped texturing, GL_TEXTURE_CUBE_MAP has to be enabled (see glEnable):

            Source https://stackoverflow.com/questions/61109787

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

            Vulnerabilities

            No vulnerabilities reported

            Install lwjgl3-demos

            You can download it from GitHub.
            You can use lwjgl3-demos 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 lwjgl3-demos 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 .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone LWJGL/lwjgl3-demos

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            git@github.com:LWJGL/lwjgl3-demos.git

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