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Re: Required JOGL Jars to run Java 3D 1.6

Posted by hharrison on Nov 28, 2012; 8:00pm
URL: https://forum.jogamp.org/Required-JOGL-Jars-to-run-Java-3D-1-6-tp4027211p4027280.html

Is your JUniversal3D code available anywhere?

Some commits from my side you may or may not be interested in:

Locking fixes (that were hittable in practice):
https://github.com/hharrison/java3d-core/commit/3bd82be0371e40390abc5509cb2a7d6e3a055a12
https://github.com/hharrison/java3d-core/commit/35f31b94b83b2aadd76792827f7d687969b7bbde

Locking fixes (not actually triggered, likely only accessed form one thread)
https://github.com/hharrison/java3d-core/commit/414c861df0f72ce5c90cf3106798c103fcc07a76

Type fix
https://github.com/hharrison/java3d-core/commit/f24a01217f39df3b02a01444ac1a720994f090c8

Otherwise, there's a series of patches the cuts the memory use of the Bounds objects in half and
makes them quite a bit more efficient for the common case and a pile of type annotations on
collections.

I'd be interested in any fixes you've made in the native OpenGL backend, or if you happened to notice any
bugs in the jogl backend that weren't ported properly from the native backend.

Thanks