JOGL Shader License Question

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JOGL Shader License Question

ronsaldo
I have been looking in the jogamp NURBS curve code after reading Rami Santina excellent paper. I'm interested in using his algorithm in D, porting parts of jogamp implementation.

The .java sources are available under a 2-clause BSD, but the shaders used only have a comment saying "Copyright 2010 JogAmp Community. All rights reserved.", not specifying a license or conditions. Are these shaders also under the same 2-clause BSD license?

Another question, in the ported sources should I leave the original copyright notice, or placing a new one that at the end says: "This is code is heavily based in code from JOGL available in www.jogamp.org."

Thank you very much for any responses.
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Re: JOGL Shader License Question

Sven Gothel
Administrator
On 08/04/2013 04:26 AM, ronsaldo [via jogamp] wrote:
> I have been looking in the jogamp NURBS curve code after reading Rami Santina
> excellent paper. I'm interested in using his algorithm in D, porting parts of
> jogamp implementation.
>
> The .java sources are available under a 2-clause BSD, but the shaders used
> only have a comment saying "Copyright 2010 JogAmp Community. All rights
> reserved.", not specifying a license or conditions. Are these shaders also
> under the same 2-clause BSD license?
Yes.

>
> Another question, in the ported sources should I leave the original copyright
> notice, or placing a new one that at the end says: "This is code is heavily
> based in code from JOGL available in www.jogamp.org."

Don't know what you mean by 'in the ported sources',
hence I don't know what you are up to ..

Sorry .. 'D' you mean ? The 'D' programming language ?
Hmm .. would be in to learn about your project.

But the license header should remain intact .. AFAIK,
if you feel you need to change the license header in
a appropriate style - you may use something like:

<http://jogamp.org/git/?p=jogl.git;a=blob;f=src/jogl/classes/jogamp/opengl/util/jpeg/JPEGDecoder.java;h=833771dd1c20f4d3e27bea2af43ff70b73f5efcf;hb=HEAD>

(At least this is how I added an original license and reference to
the original code)

>
> Thank you very much for any responses.

It would be great, if we still could share some knowledge,
i.e. your semantic changes / fixes etc ..

Cheers, Sven



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Re: JOGL Shader License Question

ronsaldo
Sven Gothel wrote
Sorry .. 'D' you mean ? The 'D' programming language ?
Hmm .. would be in to learn about your project.
Yes, I mean the D programming language, and by ported sources I mean sources in Java adapted to work in D.

Sven Gothel wrote
But the license header should remain intact .. AFAIK,
if you feel you need to change the license header in
a appropriate style - you may use something like:

<http://jogamp.org/git/?p=jogl.git;a=blob;f=src/jogl/classes/jogamp/opengl/util/jpeg/JPEGDecoder.java;h=833771dd1c20f4d3e27bea2af43ff70b73f5efcf;hb=HEAD>

(At least this is how I added an original license and reference to
the original code)
With that should suffice.

Sven Gothel wrote
Hmm .. would be in to learn about your project.
I'm trying to create a 2D vectorial game engine and level editor, using D. I had a previous attempt in C++, but the code was growing horrible due mainly to some bad design decisions, so I tried with D and ended loving the language, specially due to his templates and functional programming support.
The other main problem, was that I was just evaluating the bezier curves in fixed steps and using the stencil buffer to enforce the fill rule. This had a bad performance for a game engine.

Sven Gothel wrote
It would be great, if we still could share some knowledge,
i.e. your semantic changes / fixes etc ..
I'm going to eventually release the project under a BSD or MIT license, which I haven't choose still. But for this code, I'm going to try to keep it as similar to the original code as possible. However, I'm going to change some things to use my vector math library, because D supports value type structs a la C/C++ which should have a smaller allocation footprint.

Cheers,
Ronie Salgado