Re: JOGL 2.0 (OpenGL/OpenGL-ES) backend for LibGDX
Posted by krishnak on Feb 17, 2013; 11:45am
URL: https://forum.jogamp.org/JOGL-2-0-OpenGL-OpenGL-ES-backend-for-LibGDX-tp4027689p4028241.html
I am posting the full code - it is just a sample app from the tutorial.
package mygame;
import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
/**
* test
* @author normenhansen
*/
public class Main extends SimpleApplication {
public static void main(String[] args) {
Main app = new Main();
app.start();
}
@Override
public void simpleInitApp() {
Box b = new Box(Vector3f.ZERO, 1, 1, 1);
Geometry geom = new Geometry("Box", b);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Blue);
geom.setMaterial(mat);
rootNode.attachChild(geom);
}
@Override
public void simpleUpdate(float tpf) {
//TODO: add update code
}
@Override
public void simpleRender(RenderManager rm) {
//TODO: add render code
}
public void start()
{
settings.setRenderer("JOGL");
settings.setAudioRenderer("JOAL");
}
}
OUTPUT
Exception in thread "main" java.lang.NullPointerException jME3_SDK_3.0RC2-linux.sh
at mygame.Main.start(Main.java:49)
at mygame.Main.main(Main.java:22)
As you can see - the stack trace doesn't say much. If I remove the start or comment those settings.setRenderer - I get the code running with lwjgl.
Do I need to build JMonkey from source from google code in order to get JOGL working ? I am currently checking out the code using SVN to try to build it from source
Till now I have been using jME3_SDK_3.0RC2-linux.sh
I have tried the code on JMonkeyEngine (Netbeans) as well as with Eclipse - the error remains the same.