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Hello, I recently updated to the latest revision from the jogl master repo.
I noticed that the structure of the jogl jar files has changed at some point during the last couple of weeks. jogl.all.jar appears to be gone, while now there are a new set of jar files named jogl-awt.jar, jogl-core.jar, jogl-os-osx.jar, etc. By adding this new jars, most of the gl dependencies are satisfied, however, I don't know what package to add in order to solve these errors: Cannot find the class file for javax.media.nativewindow.Capabilities. The type javax.media.nativewindow.Capabilities cannot be resolved. It is indirectly referenced from required .class files I clean all my projects in the IDE (Eclipse), but still get the errors. The jogl-deployment page still refers to the old packages. Am I missing something? |
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On 07/05/2012 08:02 PM, ac [via jogamp] wrote:
> Hello, I recently updated to the latest revision from the jogl master repo. > > I noticed that the structure of the jogl jar files has changed at some point > during the last couple of weeks. jogl.all.jar appears to be gone, it's jogl-all.jar now > while now > there are a new set of jar files named jogl-awt.jar, jogl-core.jar, > jogl-os-osx.jar, etc. Those are in jar/atomic .. as they have always been, they are _not_ new. <https://jogamp.org/bugzilla/show_bug.cgi?id=598> Pls just use the renamed jogl-all.jar and you should be fine. PS: Also making progress with the FBO offscreen: <https://jogamp.org/bugzilla/show_bug.cgi?id=599> ~Sven |
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Thanks for the quick reply, I got confused and ended up looking for the jogl-all package in build/jogl instead of build/jar.
Once thing I noticed about the use of multisampled FBO instead of the PBuffer, is that the former seems to be faster, even though it involves full screen texture blits, etc.? Basically, I compared multisampled FBO + PBuffer w/out sample buffers against PBuffer with sample buffers on OSX 10.6.8 (where both methods work), and I got ~40fps -> ~60fps speedup in some situations. Does this make sense? |
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On 07/05/2012 11:04 PM, ac [via jogamp] wrote:
> Thanks for the quick reply, I got confused and ended up looking for the > jogl-all package in build/jogl instead of build/jar. > > Once thing I noticed about the use of multisampled FBO instead of the PBuffer, > is that the former seems to be faster, even though it involves full screen > texture blits, etc.? Basically, I compared multisampled FBO + PBuffer w/out > sample buffers against PBuffer with sample buffers on OSX 10.6.8 (where both > methods work), and I got ~40fps -> ~60fps speedup in some situations. Does > this make sense? You mean Pbuffer-Single 40fps -> FBO-MSAA 60fps ? Well, you know .. it's all about the GL implementation, IMHO to should not matter since the GPU should use the GPU memory. Especially with MSAA :) But maybe they don't maintain the pbuffer path .. ~Sven |
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