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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