Re: Can someone go over the mechanics of rendering shaders and texture objects
Posted by ElvJOGL on Feb 12, 2016; 2:06pm
URL: https://forum.jogamp.org/Can-someone-go-over-the-mechanics-of-rendering-shaders-and-texture-objects-tp4036186p4036190.html
I don't know why,
but I already had the latest jogl download for jogamp.
I read download the libraries again from jogamp just in case.
but I still get these BROKEN references to the com.jogamp....libraries.
import com.jogamp.nativewindow.util.Dimension;
import com.jogamp.opengl.GL;
import static com.jogamp.opengl.GL.GL_INVALID_ENUM;
import static com.jogamp.opengl.GL.GL_INVALID_FRAMEBUFFER_OPERATION;
import static com.jogamp.opengl.GL.GL_INVALID_OPERATION;
import static com.jogamp.opengl.GL.GL_INVALID_VALUE;
import static com.jogamp.opengl.GL.GL_NO_ERROR;
import static com.jogamp.opengl.GL.GL_OUT_OF_MEMORY;
import static com.jogamp.opengl.GL2ES2.GL_FRAGMENT_SHADER;
import static com.jogamp.opengl.GL2ES2.GL_VERTEX_SHADER;
import com.jogamp.opengl.GL4;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLProfile;
all that I pasted here appear RED in your helloTriangle.java file.
Not that you might be thinking wrong, but just in case you are wondering, yes, I know how to include User Libraries to a java eclipse project.
But after I included the jogl-all.jar into the build path and linked the native dll libraries to the build path, all I pasted above is unrecognizable by eclipse, they show up RED.
Any ideas?
Thanks