JOGL / Ardor3D

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JOGL / Ardor3D

Sven Gothel
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Hi Julien, hi All,

let's start a new thread w/ this, the original one is discusses too many
different topics, hence getting very long/lost.

Please correct me if I am wrong, thx.

Let's keep this effort rolling ..

Great stuff Julien!

+++

1 Status:
 a - Julien has Ardor3D ported to JOGL incl NEWT
 b - http://sourceforge.net/p/ardor3d-jogl2/code/7/tree/trunk/ardor3d-jogl2/ [svn]
 c - WIP (work in progress)

2 Goals:  
 a - Produce and test builds w/ JOGL2 (our jenkins) - This week.
 b - Merge w/ Ardor3D repository - Some day.

3 JOGL Bugs blocking:
  - setAutoSwapBufferMode(false) exists in NEWT. The bug concerning this method
    and GLCanvas is described here:
    https://jogamp.org/bugzilla/show_bug.cgi?id=455

@Julien - 2a):
  It's ok that you are not that familiar w/ Jenkins,
  I can set it up but probably need your help w/ details.

  Does Ardor3D have any unit tests (using JOGL2/NEWT) ?

~Sven
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Re: JOGL / Ardor3D

gouessej
Administrator
Hi

Please modify the URL as you point to the r7 which does not contain the latest source code as you can see there:
http://sourceforge.net/p/ardor3d-jogl2/code/commit_browser

Rather use this link:
http://sourceforge.net/p/ardor3d-jogl2/code/

Do this in command line to get the source code:
svn checkout svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk ardor3d-jogl2-code

I removed the directories containing the JUnit tests but it was empty in the previous JOGL 1.1.1a renderer for Ardor3D. There are some tests in each directory named src/test/ in each sub-project composing Ardor3D. None of them concern NEWT and as I cannot commit anything on ardor3d-examples, I haven't been able to commit my tests of NEWT.

I can make some more tests concerning the bug 455, probably Thursday at night.

I'm going to read some things about Jenkins. You have to be aware that the main pom file used by all Ardor3D sub-projects is mandatory to compile with Maven. Comment the lines about the ardor3d-archetype if it does not work.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

Sven Gothel
Administrator
On Wednesday, October 19, 2011 03:46:53 PM gouessej [via jogamp] wrote:

>
> Hi
>
> Please modify the URL as you point to the r7 which does not contain the
> latest source code as you can see there:
> http://sourceforge.net/p/ardor3d-jogl2/code/commit_browser
> http://sourceforge.net/p/ardor3d-jogl2/code/commit_browser 
>
> Rather use this link:
> http://sourceforge.net/p/ardor3d-jogl2/code/
> http://sourceforge.net/p/ardor3d-jogl2/code/ 
>
> Do this in command line to get the source code:
> svn checkout svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk
> ardor3d-jogl2-code
Thank you.

Note aside .. if deploying a version of JOGL in the lib folder,
pls update to our current pre RC4 stuff, ie:
  http://jogamp.org/deployment/archive/master/gluegen_424-joal_228-jogl_526-jocl_455/archive/
so we take advantage of the new native JAR loading.

Later on (after Jenkins integration) we can remove them from the repo.

>
> I removed the directories containing the JUnit tests but it was empty in the
> previous JOGL 1.1.1a renderer for Ardor3D. There are some tests in each
> directory named src/test/ in each sub-project composing Ardor3D. None of
> them concern NEWT and as I cannot commit anything on ardor3d-examples, I
> haven't been able to commit my tests of NEWT.
Yeah, it will be a hard transition time, right.

>
> I can make some more tests concerning the bug 455, probably Thursday at
> night.
Awesome.

>
> I'm going to read some things about Jenkins. You have to be aware that the
> main pom file used by all Ardor3D sub-projects is mandatory to compile with
> Maven. Comment the lines about the ardor3d-archetype if it does not work.

Yup .. maven support for JogAmp .. that was another issue.
Many volunteers .. some work has been done, but then dropped.
Dunno why, but I guess I can write a book about unfinished work by now :)

For our transitional jenkins builds, we may build Ardor3D in the very end,
so it can use the previous JogAmp artifacts.
Ofc .. I don't know how this will work with a 'hybrid',
ie jogl-ant build and latter ardord3d pom build.

~Sven
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Re: JOGL / Ardor3D

gouessej
Administrator
This post was updated on .
As you can see in the SVN history, I already use the build 526 of JOGL since r13.

I have used my nice JoglNewtWindow in the example runner of Ardor3D and after some hours of bug fixing, it works fine. There is only 2 remaining problems:
- when I scroll, NEWT says that I use the mouse button 4 (it is a known bug, isn't it?)
- requestFocus() still crashes

Concerning the bug 455, it seems not to affect Ardor3D because it calls swapBuffers() quite often. I assume the bug is still there when the programmer tries to call it less often which might happen in scientific applications when you show very large meshes. Therefore, it is not a blocker bug for Ardor3D but we have to keep in mind that it is not fixed.

Maven is not mandatory to build Ardor3D but it helps a lot.

P.S: The full screen mode works fine :)
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gouessej
Administrator
In reply to this post by Sven Gothel
Hi

This bug prevents me from porting the pre-beta version of TUER to JOGL 2.0:
https://jogamp.org/bugzilla/show_bug.cgi?id=413

A mouse pressed event with MouseEvent.BUTTON4 is generated instead of a mouse wheel event. Sven, do you know how to fix this bug?

Edit.: A mouse pressed event with MouseEvent.BUTTON5 is generated instead of a mouse wheel event if I scroll in the opposite direction.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

Sven Gothel
Administrator
On Monday, October 24, 2011 08:31:26 PM gouessej [via jogamp] wrote:
>
> Hi
>
> This bug prevents me from porting the pre-beta version of TUER to JOGL 2.0:
> https://jogamp.org/bugzilla/show_bug.cgi?id=413
> https://jogamp.org/bugzilla/show_bug.cgi?id=413 
>
> A mouse pressed event with MouseEvent.BUTTON4 is generated instead of a
> mouse wheel event. Sven, do you know how to fix this bug?

No, but it rings a bell now.

While still @ Sun, we had a 'discussion' whether to use a dedicated 'wheel'
event or just representing them as another 'button'.

Well, I favored the latter since it's a more generic approach,
plus we really cannot tell what-else game-pads may have.
Technically it's a button, hence a pass-through button representation
is IMHO best. For sure I can be convinced otherwise with good (tech.) arguments.

Maybe we can make a checklist here how the wheel is
represented on the native platforms:

Android: None
X11: Usually button4 and button5
Windows: ?
OSX: ?

If they all use a button representation, I guess it's best to remove the 'wheel' ID.

Let me copy paste this email to the bugzilla entry,
so we can continue it's discussion there (where it belongs IMHO).

Cheers, Sven
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Re: JOGL / Ardor3D

gouessej
Administrator
In reply to this post by Sven Gothel
Hi

The 3 remaining "blocking" bugs of NEWT are these furthers: 413, 525 and 529.

I need to fix something on the disposal by using the dispose() method of the GLEventListener if possible.

I will try to wrap the SWT OpenGL canvas based on NEWT inside Ardor3D.

Finally, I will have to write a kind of NEWT plug-in for JInput so that we can use the mice, the keyboards and the joypads without AWT and with no change of permissions on some files on Linux. Best regards.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

Pixelapp
In reply to this post by Sven Gothel
Wow, ardor3D with JOGL2. That is interesting. How can I help?
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Re: JOGL / Ardor3D

gouessej
Administrator
Hi

You can give it a try if you want. I only use GNU/Linux, it would be fine if some people test it on other operating systems.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gouessej
Administrator
In reply to this post by gouessej
Hi

The bug 525 is not reproducible on Cent OS Linux 5.3, I have to perform some checks on Mageia Linux 1.

The bug 529 only occurs when the GLWindow is not yet realized, I should call it later.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gouessej
Administrator
Hi

The focus requests now work as expected but there is still a separate mouse event generated on mouse release instead of a single mouse wheel event (see bug 413).

The bug 525 is not reproducible on Mageia Linux 1, the problem came from my source code. I still have a small problem in Ardor3D as there is something in the UI that assumes JOGL follows the AWT convention whereas the orbit camera works fine when I assume NEWT does not follow AWT convention for ordinates.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gmseed
Hi

I just tried downloading the code with NetBeans 7 with the path:

svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk ardor3d-jogl2-code

and I get the error:

org.tigris.subversion.javahl.ClientException: URL 'svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk%20ardor3d-jogl2-code' non-existent in revision '35'

Am I doing something wrong?

Thanks

Graham
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Re: JOGL / Ardor3D

gouessej
Administrator
You should use this repository URL:
https://svn.code.sf.net/p/ardor3d-jogl2/code/trunk/

I assume you just did a copy/paste of the whole command line mentioned on my blog but this command line contains the 'svn checkout' command, the repository URL and the name of the default read-only SVN user for this project.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gouessej
Administrator
In reply to this post by Sven Gothel
How can I enable the debug logs only for mouse events? I don't understand why mouse scrolls do not work correctly on my machine, I use the build 577.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gouessej
Administrator
In reply to this post by gouessej
I use the release candidate 4 instead of the build 577 and now the problem with mouse scroll events is gone. All demos of Ardor3D work properly with JOGL 2.0, there are only sometimes an exception when exiting because Ardor3D tries to make the context current whereas the window has already been destroyed.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gmseed
In reply to this post by gouessej
Hi

In your post dated Oct 19, 2011; 2:46pm in the same thread you provide:

http://sourceforge.net/p/ardor3d-jogl2/code/

This takes me to:

http://sourceforge.net/p/ardor3d-jogl2/code/40/tree/

which provides the link:

svn checkout svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk ardor3d-jogl2-code

I removed the "svn checkout" and used:

svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk ardor3d-jogl2-code

which for me doesn't work.

I see that I've also left " ardor3d-jogl2-code" on the end.

Sorry for that and thanks for your reply.

Graham
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Re: JOGL / Ardor3D

gouessej
Administrator
Hi

Sorry, maybe my explanation was not easy to understand.

The line below is not a link:
svn checkout svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk ardor3d-jogl2-code

It is intended to be used "as is" in command line. It is composed of several parts:
<commands> <repository root> <user>

The repository root is:
svn://svn.code.sf.net/p/ardor3d-jogl2/code/trunk

but if you use https, you have to use this URL instead (like me in Eclipse):
https://svn.code.sf.net/p/ardor3d-jogl2/code/trunk

I'm not comfortable with Netbeans but let me know if you still have some difficulties to use my source code and I will try to use it in Netbeans to be able to tell you what to do, step by step. This is an open source project; if people cannot use my source code, it is just useless.

Maybe look at the way to proceed to install the pre-beta version of TUER in Netbeans 6.9, it should be quite similar, just change the Repository URL and select the project "ardor3d-jogl2":
http://tuer.sourceforge.net/download.php
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gmseed
Hi

I managed to connect using svn and the trunk link using NetBeans on Win7.

However, when the project is opened in NetBeans I see that there is a problem with the pom.xml

And when I build the project I get the following:

cd C:\ardor3d\trunk\ardor3d-jogl2; "JAVA_HOME=C:\\Program Files\\Java\\jdk1.6.0_23" "\"C:\\Program Files\\NetBeans 7.0\\java\\maven\\bin\\mvn.bat\"" install
Scanning for projects...
The build could not read 1 project -> [Help 1]
 
  The project com.ardor3d:ardor3d-jogl2:0.8-SNAPSHOT (C:\ardor3d\trunk\ardor3d-jogl2\pom.xml) has 1 error
    Non-resolvable parent POM: Could not find artifact com.ardor3d:ardor3d:pom:0.8-SNAPSHOT and 'parent.relativePath' points at wrong local POM @ line 3, column 11 -> [Help 2]

To see the full stack trace of the errors, re-run Maven with the -e switch.
Re-run Maven using the -X switch to enable full debug logging.

For more information about the errors and possible solutions, please read the following articles:
[Help 1] http://cwiki.apache.org/confluence/display/MAVEN/ProjectBuildingException
[Help 2] http://cwiki.apache.org/confluence/display/MAVEN/UnresolvableModelException
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Re: JOGL / Ardor3D

gouessej
Administrator
I see what you mean, this is caused by a known problem of Ardor3D, the parent files of all sub-projects are not copied by default

Please copy the file pom.xml and nbactions.xml from the following location to the parent directory of all subprojects:
http://ardorlabs.trac.cvsdude.com/Ardor3Dv1/browser/trunk

When you use my renderer, please update to head frequently. I can post some source code to allow you to use the example runner with JOGL 2.0 and NEWT.
Julien Gouesse | Personal blog | Website
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Re: JOGL / Ardor3D

gouessej
Administrator
In reply to this post by Sven Gothel
Hi

I've just added OpenGL-ES 2.0 support in Ardor3D. I will have to port a few hacks from JMonkeyEngine 3 to Ardor3D. Can someone give it a try on the Raspberry Pi please? noxo? Xerxes?
Julien Gouesse | Personal blog | Website
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