JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

Sven Gothel
Administrator
On 10/27/2012 06:11 PM, Pixelapp [via jogamp] wrote:
> "I didn't know that ffmpeg could be used to perform screencasts, thanks for
> the tip."
>
> Me neither.
>
> Would some one be kind enough to point me to a code snippet using this ffmpeg
> screen cast?

Attached is my shell script to produce a screencast,
i.e. capture the desktop (or part of it) and produce an mp4.

~Sven


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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
Thanks for the script Sven.

I have just added some NEWT support into JMonkeyEngine 3.0. How are handled touch input in NEWT? Do they simply generate mouse events?

Does headless rendering work with NEWT?
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

Sven Gothel
Administrator
On 11/03/2012 01:28 PM, gouessej [via jogamp] wrote:
> Thanks for the script Sven.
>
> I have just added some NEWT support into JMonkeyEngine 3.0. How are handled
> touch input in NEWT? Do they simply generate mouse events?
>

We don't differentiate touch or pointer.

We support multiple concurrent pointer events (multi-touch),
which is currently only impl. for Android.

The demo TextureSequenceCubeES2 (line 107) shows how it can be used
for a 2-finger zoom:
<http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/TextureSequenceCubeES2.java;h=9217e2b5318336bdc17d60fd52e83efb2f922f6f;hb=HEAD#l107>

> Does headless rendering work with NEWT?

You mean w/o AWT, i.e. that -Djava.awt.headless=true ? Ofc.

~Sven


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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
Yes I meant with java.awt.headless set to true.
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
In reply to this post by Sven Gothel
How can I make a distinction between an event coming from a touch screen and an event coming from a real mouse? Does an event coming from the mouse always have a pressure set to zero?
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

Sven Gothel
Administrator
On 11/04/2012 12:45 PM, gouessej [via jogamp] wrote:
> How can I make a distinction between an event coming from a touch screen and
> an event coming from a real mouse? Does an event coming from the mouse always
> have a pressure set to zero?

That is a good question, right now I don't know.

On Android we only have either or machines set-up right now
and sadly I have non X11 machine avail w/ touch.

At least I could add a 2nd mouse/pointer I guess to test multi pointers on X11 .. etc.

Maybe it is a good idea to have something like 'enum PointerType getType(intindex)',
if the NEWT driver can differentiate it. Don't know how at this point thought.

IMHO best would be to have a real world use case w/ machine and see how that goes.

~Sven




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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

Sven Gothel
Administrator
In reply to this post by gouessej
On 11/04/2012 04:26 PM, Sven Gothel wrote:

> On 11/04/2012 12:45 PM, gouessej [via jogamp] wrote:
>> How can I make a distinction between an event coming from a touch screen and
>> an event coming from a real mouse? Does an event coming from the mouse always
>> have a pressure set to zero?
>
> That is a good question, right now I don't know.
>
> On Android we only have either or machines set-up right now
> and sadly I have non X11 machine avail w/ touch.
>
> At least I could add a 2nd mouse/pointer I guess to test multi pointers on X11 .. etc.
>
> Maybe it is a good idea to have something like 'enum PointerType getType(intindex)',
> if the NEWT driver can differentiate it. Don't know how at this point thought.
>
> IMHO best would be to have a real world use case w/ machine and see how that goes.
>
Correction, MouseEvent has:

    /**
     * @return the pointer id for the data at index.
     *  return -1 if index not available.
     */
    public int getPointerId(int index) { ...

If MouseEvent is constructed via the single pointer constructor,
i.e. no array of pointer [currently: X11, Windows, ..]
then the pointerID of index 0 is -1 - even though index 0 does
represent the single pointer count.

If MouseEvent is constructed via the multiple pointer constructor,
i.e. w/ array of pointers [currently: Android]
then the pointerID of each index [0..count-1] will be >= 0.

Integer pointerID's semantic is machine/OS dependent.

~Sven



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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
How can I check this semantic under Linux but with a touch screen without testing it with a real tablet? Which native API call is done under the hood?
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

Sven Gothel
Administrator
On 11/04/2012 09:48 PM, gouessej [via jogamp] wrote:
> How can I check this semantic under Linux but with a touch screen without
> testing it with a real tablet? Which native API call is done under the hood?

You would need to change the NEWT X11 implementation to receive more
than one mouse event .. or something - similar like on Android.

I haven't looked into X11 event handling regarding multiple pointer events,
i.e. multi-touch - where 2 events are not sequential but one w/ multiple
'pointers' involved -> 2 finger press/swipe/etc.

If we could 'detect' these semantics, then you could create an appropriate
MouseEvent (the multi pointer ctor one) .. and dispatch it.

~Sven



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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
Ardor3D is going to use my renderer based on JOGL 2.0 very soon, Renanse asked me to make the pull request:
https://github.com/Renanse/Ardor3D/pull/4
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

Sven Gothel
Administrator
On 11/16/2012 06:37 PM, gouessej [via jogamp] wrote:
> Ardor3D is going to use my renderer based on JOGL 2.0 very soon, Renanse asked
> me to make the pull request:
> https://github.com/Renanse/Ardor3D/pull/4

Hurray! KUDOS!

~Sven

> Julien Gouesse
> http://tuer.sourceforge.net
> http://gouessej.wordpress.com
>


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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
Sven Gothel wrote
On 11/16/2012 06:37 PM, gouessej [via jogamp] wrote:
> Ardor3D is going to use my renderer based on JOGL 2.0 very soon, Renanse asked
> me to make the pull request:
> https://github.com/Renanse/Ardor3D/pull/4

Hurray! KUDOS!

~Sven

> Julien Gouesse
> http://tuer.sourceforge.net
> http://gouessej.wordpress.com
>

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Merge done by Renanse.
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

hharrison
I'm curious, are the Ardor guys going the multiple-backend route, or are they eventually going to make
a decision and go with a single backend....have they given any indication what their plans are?

Harvey
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
Hi Harvey

Ardor3D allows to use AWT and NEWT, I added some high level canvases based on NewtCanvasAWT and GLWindow.

Ardor3D (<=1.0) allows to use shaders even though its architecture is not entirely shader-based unlike JMonkeyEngine 3.0. According to Renanse, Ardor3D 2.0 will only have a shader-based architecture, it won't work at all without shader support but I disagree with this choice. It is probable that we will have several working renderers like in JMonkeyEngine 3.0. This one officially requires shader support but there is still a renderer based on the fixed pipeline.
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
This post was updated on .
Hi

The user's guide of JogAmp's Ardor3D Continuation is now available here, enjoy

I remind you that JogAmp's Ardor3D Continuation is the subset of Ardor3D that I go on developing and maintaining.
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

Matthew
Great news! I was upset when I found that ardor3d was dead earlier this year.
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
:) I couldn't give up on this engine. I'm open to suggestions.
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

jmaasing
Personally I don't have the time (nor inclination to do it) but if some JOGL-knowledgable person feels like it the jMonekyEngine team sure could use some help in maintaining the JOGL-renderer in the upcoming 3.1 release

http://hub.jmonkeyengine.org/t/can-we-expect-jogl-as-an-official-render-option-in-jme/33555
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

gouessej
Administrator
Thanks. They want to remove my stuff from JMonkeyEngine 3.1 :(
Julien Gouesse | Personal blog | Website
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Re: JOGL 2 support for Ardor3D, JMonkeyEngine 3, jzy3d and NiftyGUI

jmaasing
Given that I don't know a lot about JOGL APIs and I haven't actively used jME in several years I will be glad to help with what limited time I have. I do like both the JOGL and jME projects. gouessej - please don't hesitate to ask for help and I'll do what (little) I can.
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