Re: ? JOGL Rendering Issues - Different for v1.1.1 and v2.0 and with Laptop docked vs not ?
Posted by
Z-Knight on
Mar 14, 2016; 2:49pm
URL: https://forum.jogamp.org/JOGL-Rendering-Issues-Different-for-v1-1-1-and-v2-0-and-with-Laptop-docked-vs-not-tp4036458p4036487.html
elect wrote
I understand.. and what about opening only the graphic part/engine? Does it also involve proprietary stuff?
Is it feasible to isolate it from the rest?
The graphic part is primarily the JOGLUTILS 3DS rendering - that I should be able to release, but it will take me some time to do so - I need free time. Basically my main renderer simply draws simple shapes like the Earth, moon and then calls the 3DS renderer to draw the models. So in reality the heart is the 3DS renderer and I'll release that. Mostly because I know it needs to be improved. I originally took the old version of JOGLUTILS for 3DS reading/rendering and had to fix it - it wasn't reading 3DS models correctly or even rendering them correctly. I believe even today the JOGLUTILS 3DS doesn't do it right - but they changed the API a bit from the first version so I've not had the opportunity to update their code with mine because it would take a lot of effort.
Unfortunately my code is all fixed function pipeline and so kind of antiquated but I'll release it in the next month or two - I just need to find the time to do it. Maybe then people can fix the VBO issues I have with it - which is why I mainly use the Display Lists version. The main issues were with lighting across vertices or across faces - I believe. I couldn't figure out how to setup the color buffers properly. Kind of hard to remember right now without looking at it more indepthly, but I'll explain things when I do release it. As I said, give me a month and I'll see what I can do.