I understand your sentiment. I've been
working on a JOGL 2 implementation for Ardor3D which uses NEWT, but until I can
get a few minor issues we won't be able to go forward comfortably.
From: gouessej [via
jogamp] [mailto:[hidden email]]
Sent: Tuesday, August 24, 2010
12:58 PM
To: Vaughan, Steve
Subject: Re: JogAmp?
Hi Sven
I have never tested this code with JOGL 2 but I can do it as soon as possible,
I can make a patch.
The memory leak is reproducible with one of the applets demonstrating the use
of TextRenderer, you only have to wait for about 5 minutes to notice it.
If you think my patch is not commented enough, let me know. The person knowing
the best this class is Kenneth Bradley Russell, I would feel better if he could
confirm that I'm not doing something wrong.
Many eyes watch JOGL and don't forget that on one side, JOGL 1.1.1 is no more
maintained; on the other side JOGL 2 is still in beta. It means that anyone who
plans to ship a software with JOGL has the choice between a version that is no
more maintained and a beta version.
I assume you are very busy but at least industrial projects require some
visibility on the long term, it is important for the viability of this OpenGL
binding. We "need" to know when a release candidate is ready.
Finally, I plan to use JOGL 2 in Ardor3D and I will ensure that JMonkeyEngine 3
uses JOGL 2 correctly. I cannot ask any development effort to integrate a beta
version of an API and the more I wait, the more probable is the possibility
that the guys who use JOGL in several famous engines will stick to JOGL 1.1.1
(or JOGL 1.1.2) which would be a problem because it is no more maintained.
Would Jackpot 3.0 be useful on big projects to port them from JOGL 1.1.1 to
JOGL 2?
Best regards
Julien Gouesse
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