Hello,
I updated my libraries to the JOGL March 2015 version and com.jogamp.graph.curve.opengl.TextRenderer doesn't exist any more . Did it move? I tried the alternative (com.jogamp.opengl.util.awt.TextRenderer) but I can't get it to work with GL3. Thank you for your help. |
TextRenderer has been replaced with TextRegionUtil
https://jogamp.org/bugzilla/show_bug.cgi?id=802 API Changes: - OutlineShape, Region, ...: See above - Removed TextRenderer, GlyphShape and GlyphString: Redundant - Added TextRendererUtil to produce the Region from CharSequence https://jogamp.org/git/?p=jogl.git;a=commitdiff;h=c3621221b9a563495b4f54fe60e18e8db8cc57fb https://jogamp.org/bugzilla/show_bug.cgi?id=801- Cleanup Graph API, Remove Redundancies. - Bug 801: Graph TextRenderer Cleanup Part-4: Text[Render->Region]Util API: Better separation of cached and uncached regions https://jogamp.org/git/?p=jogl.git;a=commit;h=67ec86e539a3db0d06e5cc3550db453589594384 |
I see. Thank you Xerxes Rånby!
I tried to run a very simple example. It seems to work fine until I enable the depth test. When I enable it the text doesn't show. It doesn't give me any errors. |
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On 06/08/2015 06:47 PM, Lili [via jogamp] wrote:
> I see. Thank you Xerxes Rånby! > > I tried to run a very simple example. It seems to work fine until I enable the > depth test. When I enable it the text doesn't show. It doesn't give me any > errors. depth is tricky, since we talk about an approx. 2D figure, which then shall be upfront all other elements (z-axis) and be rendered at last (back-to-front). Following the above .. it does work, see our UI test renderer, which sorts all elements by its z-axis. Our UI test disables depth for all opaque elements which are transparent. ~Sven signature.asc (828 bytes) Download Attachment |
I got it to work with enabled depth test somehow.
Now I added another 2D object to my scene that uses my shaders. I can't figure out how to make both the text and the other 2D object to show up. With the old text render I used gl.glUseProgram(shaderState.shaderProgram().program()) and gl.glUseProgram(myOwnProgram) to switch back and forth. However, it doesn't work now. RenderState.IsShaderProgramInUse() give me FALSE. I don't understand what program to use. |
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On 06/09/2015 05:56 PM, Lili [via jogamp] wrote:
> I got it to work with enabled depth test somehow. > Now I added another 2D obeject to my scene that uses my shaders. > I can't figure out how to make both the text and the other 2D object to show > up. With the old text render I used > *gl.glUseProgram(shaderState.shaderProgram().program())* and > *gl.glUseProgram(myOwnProgram)* to switch back and forth. However, it doesn't > work now. RenderState.IsShaderProgramInUse() give me FALSE. I don't understand > what program to use. Currently it seems that integration of user GL code w/ RegionRenderer and RenderState is poorly supported, sorry about that! A workaround would be to use RenderState.setShaderProgram(final GL2ES2 gl, final ShaderProgram spNext) {..} which will notify the RenderState about the ShaderProgram switch. We shall have an API entry either to simply flush RenderState's current state or add a flag to _force_ the 'setShaderProgram(..)' switch. Maybe both will be beneficially. Would you be so kind to add a bug report w/ this knowledge? In case you like to make this change yourself, pls go ahead and offer a git patch (mail, your-repo/branch, ..) w/ a small unit test. Great to see graph gets adopted! Thank you! ~Sven signature.asc (828 bytes) Download Attachment |
This post was updated on .
Thank you so much Sven. Your workaround solution works
I submitted the bug report. |
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On 06/11/2015 03:39 PM, Lili [via jogamp] wrote:
> Thank you so much Sven. Your workaround solution works These are excellent news - thank you for sharing and testing! Maybe you and your team can help fixing outstanding graph issues: - <http://jogamp.org/wiki/index.php/SW_Tracking_Report_Objectives_for_the_release_2.3.3#Graph> - <http://jogamp.org/bugzilla/showdependencytree.cgi?id=803&hide_resolved=0> - <http://jogamp.org/bugzilla/showdependencytree.cgi?id=1064&hide_resolved=0> > > How do I file a bug report? http://jogamp.org/wiki/index.php/Jogl_FAQ#Bugreports_.26_Testing https://jogamp.org/bugzilla/ As mentioned earlier, pls inline all knowledge of this communication to the bugs description - thank you! ~Sven signature.asc (828 bytes) Download Attachment |
I will give it a try
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I'm back with the same problem unfortunately. I am now using a new computer (Ubuntu 15.04 with NVidia GTX 970). I moved my code from the old Mac computer to the new one and the workaround solution is giving me a runtime error . I get "com.jogamp.opengl.GLException: Program is not linked" for this line of code
renderState.setShaderProgram(gl, shaderProg); Anyone know of a way I can trick it into working? Thank you |
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On 08/22/2015 12:49 AM, Lili [via jogamp] wrote:
> I'm back with the same problem unfortunately. I am now using a new computer > (Ubuntu 15.04 with NVidia GTX 970). I moved my code from the old Mac computer > to the new one and the workaround solution is giving me a runtime error . I > get "com.jogamp.opengl.GLException: Program is not linked" for this line of code > renderState.setShaderProgram(gl, shaderProg); > > Anyone know of a way I can trick it into working? > Orthogonal issue, your shader code doesn't comply w/ ... (something). If you use ShaderCode etc, you may want to set property 'jogl.debug.GLSLCode' showing you the error line .. etc Also see: <http://jogamp.org/wiki/index.php/How_to_write_cross_GLProfile_compatible_shader_using_JOGL> ~Sven signature.asc (828 bytes) Download Attachment |
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