Re: ? JOGL Rendering Issues - Different for v1.1.1 and v2.0 and with Laptop docked vs not ?
Posted by Z-Knight on Mar 11, 2016; 7:17pm
URL: https://forum.jogamp.org/JOGL-Rendering-Issues-Different-for-v1-1-1-and-v2-0-and-with-Laptop-docked-vs-not-tp4036458p4036481.html
Unfortunately, at the moment I couldn't release it. This would require approval that would be hard to get because it has some international partner proprietary stuff. Technically, since it is US government than it is public domain since I have submitted it as a New Technology Evaluation so technically it would be available for release eventually, but will require stripping out some of the proprietary stuff when someone requests it.
trust me though, it is bass-ackwards at the moment. The best thing about it is the old JOGLUTILS 3DS loader that I took a very rough version and significantly updated - though it isn't completely working, but better than the one currently probably still available from JOGLUTILS. The rest is poorly coded fixed function pipeline code.
btw, I wish I could release it today and get critiques/suggestions because I wrote this a while back (obviously around JOGL v1.1.1 time) and it has been hacked on for a while since then. I know there are a bunch of things that I don't have fully working that would be nice to have people tell me what I did wrong. For example, as we discussed I use display lists, but I also use VBOs/Vertex Arrays for the 3DS vehicle rendering. Unfortunately, my VBOs implementation is not exactly the best and sometimes I found display lists to be faster at rendering than my VBOs and that should not be the case. Actually, my JOGLUTILS implementation could probably be released since that is based on the previous JOGLUTILS code so I need to contribute back to that cause.