problem about lwjgl-Collection of common programming errors
Nick Ellas
java opengl matrix lwjgl
I wrote a simple class for matrix operations that was ported from C++ OpenGL to Java with LWJGL. However I have observed some odd behaviour that shouldn’t occur at all. My pushMatrix() and popMatrix() seem to do nothing at all. When I run this code, the model I display will float off to the right of the screen. It should not move at all after translated because I pushed and popped the matrix stack. Here is my MatrixManager class:private static Stack<Matrix4f> stack = new Stack<Matrix4f
Josh Petrie
opengl java rotation lwjgl
I have been trying to play with OpenGL after watching some tutorials and I don’t understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me.I understand that glTranslatef changes the position of the “camera” (but does it change the position in wich the shapes are getting drawn)? However, I don’t understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (fur
Kevin Reid
opengl glsl lwjgl voxels
There are white little dots between blocks at random places, mainly at very near blocks. They disappear when I move the mouse and change the view direction.I use Vertex Arrays with glVertexAttributePointer to send the data directly to the shader. The shader only adds some fake light based on the face direction and draws the pixels.What could be the reason for the small white artifacts?Chunk render code:public void renderChunk() {glPushMatrix();glTranslatef(pos.x*world.chunkSize.x, 0.0f, pos.z*wo
Alpha Centauri A B
java opengl lwjgl
I am rendering triangle strips with glpolygonMode(GL_FRONT_AND_BACK, GL_LINE). Then I enable the line offset to this setting glPolygonOffset (-0.8f, -1.0f).No matter what setting I use for the offset I end up getting random lines that flash in and out when moving around. Here is a gif. of what it looks like. If anyone could help give ideas as what they think is wrong here that would be great. Here is my method where I render the lines if anyone needs to look at it. public void lines() {GL11.glCo
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opengl ubuntu fullscreen lwjgl xorg
all. In the past, I used windows, now I am trying Ubuntu Linux. I use lwjgl (lwjgl.org – java OpenGL wrapper) in my java appliations. So, when I writeDisplay.setFullscreen(true);I want my program to fullscreen itself, and in Windows this code was working as expected. But in Ubuntu 13.04 x64 my program gets the fullscreen mode, and after that my monitor shuts down. Stopping my program by using a special key gives no effect. After reboot I found that my shell (Unity, Gnome 2-3 – there is no diffe
DilanHanrahan
java lwjgl slick2d
I’m using slick2d and in my Java application. In my render method I use a method called changeBackground();@Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g)throws SlickException { changeBackground(g); }changeBackground();public void changeBackground(Graphics g) throws SlickException{Thread.sleep(500);g.setBackground(new org.newdawn.slick.Color(0, 255, 0);Thread.Sleep(500);g.setBackground(new org.newdawn.slick.Color(255, 0, 0);changeBackground(g); }When I run my appli
genpfault
java opengl lwjgl slick2d
I already have a variable calledImage spriteImage;later on in the code I state what it isImage spriteImage = new Image(“content/man.png”);this code crashes my Slick2D application. What is the difference betweenImage spriteImage = new Image(“content/man.png”);andspriteImage = new Image(“content/man.png”);(Which actually works)
n1ghtk1n9
java lwjgl vbo
I currently have been learning Vertex Arrays and VBO’s b/c I currently learned it’s better/faster than ‘immediate’ rendering(like using glBegin), even though that’s much easier. I made a small program(really just a test) that creates a button and when you hover over the button, it changes colors, but whenever I launch it, the program crashes with this error message: A fatal error has been detected by the Java Runtime Environment:EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000006875c490,
Rose Blax
java applet lwjgl java-web-start jnlp
So I switched from trying to use the appletloader for Lwjgl, I am trying to use webstart now. I think I’ve nearly got it but I get the weirdest error ever, I cant solve it.So I hope any of you might be able to. Ask me anything regarding my problem.Here’s the error I was talking about.<!– JNLP File run.jnlp –> <jnlp spec=”1.0+” codebase=”file:///C:/Users/Rose/Desktop/AppletTest” href=”sudApplet.jar”> <information> <title>test</title> <vendor>test</vendor&g
Rose Blax
java swing applet lwjgl slick
I am trying to run my LWJGL applet and I get these error’s no idea what this means.This is an screenshot of my file hierarchy.This is my the content of my html file.<!DOCTYPE HTML PUBLIC “-//W3C//DTD HTML 4.01 Transitional//EN” “http://www.w3.org/TR/html4/loose.dtd”> <html><head><title>AppletLoader</title></head><body><applet code=”org.lwjgl.util.applet.AppletLoader” archive=”lwjgl_util_applet.jar, lzma.jar” codebase=”.” width=”347″ height=”355″>&l
stas
java opengl lwjgl
I am writing a 3d editor for a game in opengl using LWJGL. I only want the editor to render when i need it to. However if you only render once and keep calling Dislplay.update() the image glitches and if you only call Dislplay.update() occasionally instead of in a while loop the program stops responding and windows turns it off. Does anyone know why this is or a workaround for this?
Aishuu
java lwjgl glreadpixels
In a kind of light video game developped in Java using lwjgl I use glReadPixels() in order to get the object the user is aiming with the mouse (all the objects are associated with one color). It works fine on my Windows but the program crashes without raising any exception when I call glReadPixels() on my Ubuntu. I’ve read some topics about similar problems due to an incompatibility between some graphic drivers and an ancient version of mesa. Does anyone know if there are similar problems with l
Basaa
opengl java glsl lwjgl
I just tried running my game on a friend’s laptop, but for some reason it crashes. The exported .jar runs fine on my machine, and some others too. I can see that is has something to do with the glDrawArrays function, that is this code:glPushMatrix();glTranslatef(pos.x*world.chunkSize.x, 0.0f, pos.y*world.chunkSize.z);glBindBuffer(GL_ARRAY_BUFFER, vao_id);glVertexAttribPointer(world.game.positionAtt, 3, GL_FLOAT, false, 36, 0); glVertexAttribPointer(world.game.normalAtt, 3, GL_FLOAT, false, 36, 1
Tarrjue
jar crash lwjgl
I would love some help with this. I developed this program for class that reads in four .obj files and one file for a texture. It works fine in my IDE (Eclipse) but when i export it and use JavaSplice to create the final executable jar, it launches, shows a display window for a fraction of a second, then just crashes. With some testing and careful commenting, I’ve determined that it is not on the splicing end but rather my code. With commenting, I’ve determined that the problem lies in the Displ
zergylord
java opengl lwjgl nifty-gui
I’ve been trying to add some basic gui elements to a openGl (via LWJGL) application using nifty gui, and while I’ve been successful in rendering panels and static text on top of the the applications graphics, using the built-in nifty controls (e.g. an editable text field) causes the rest of the application to not render. The strange part is that I don’t even have to render the gui control, merely declaring it appears to cause this problem.Compiler ready code showing the basic layout of the probl
ThatTreeOverThere
java opengl lwjgl
If I switch GL_QUADS to GL_TRIANGLES and remove the last point, the triangle renders fine. However, changing it back to GL_QUADS and adding another point just leaves me with a black screen. So what do I do?import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.lwjgl.util.glu.GLU;public class Main { public Main() {this.start(); }private void start() { try {Display.setDisplayMode(new DisplayMode(640,640));Dis
Robert
2d java lwjgl slick audio
Started trying to learn Slick 2D a few days ago and have enjoyed it so far. The only problem is I can’t seem to be able to get audio to play. I have tried going through the documentation examples, examples by third parties, and game tutorials that included audio. I’m fairly new to Java so I’m hoping that it is something simple that I have done wrong.I am using the Eclipse IDE. Every project I start using Slick I make sure to add the following external jars – jinput, lwjgl_util, lwjgl, and slick.
Latency
java networking game-loop lwjgl slick
A buddy and I have been programming a code game over the last 2 weeks, it is intended to be a multiplayer game with the ability to have 2 players play against each other.I am running into an issue when I try and implement the server-client relationship. My client crashes when it tries to receive information from the server.The main issue is in the GameplayState.java file. the getTile() method makes the client crash, so I am assuming the issue lies with how I’m handling the information being sent
tgrosinger
java lwjgl
I have a class called Game in the package net.aGameName and am trying to export a runnable Jar using eclipse. In the project I have two external Jar files added, lwjgl.jar and lwjgl_util.jar.When I go to File->Export->Runnable Jar File and choose the Launch configuration I use for testing (which works successfully) I am able to export the Jar file without any errors. Finally I open cmd and use java aGameName.jar and receive the following error:Exception in thread “main” java.lang.NoClassDefFou
Michael Malura
java lwjgl slick
can somebody tell me whats wrong with my pom.xml file? At this point i get this error if i start my *.jar file: C:\Users\Michael\git\freezing-robot\target>java -jar freezing-robot-0.0.1-SNAPSHOT.jar java.lang.NoClassDefFoundError: org/newdawn/slick/BasicGameat java.lang.ClassLoader.defineClass1(Native Method)at java.lang.ClassLoader.defineClass(Unknown Source)at java.security.SecureClassLoader.defineClass(Unknown Source)at java.net.URLClassLoader.defineClass(Unknown Source)at java.net.URLCla
GreyCat
java lwjgl javasound openal alsa
Is there a good recipe to get decent, reliable digital sampled sound playback in Java?My list of requests is pretty short:Load digitized samples in memory (for example, from resouces bundled in jar) from something like .wav files Play them in non-blocking manner When I play several samples simultaneously and they intersect in time, they should get properly mixedIt would be nice to have the following, but in fact I can live without it:Playing from .ogg or similar compressed format (without implem
user1051808
java eclipse jvm lwjgl
I installed and putted lwjgl library and natives to /lib folder. On eclipse Java build path setted library location and native library location. When i try to run it on eclipse, it works, but when i export it as a runnable jar, it doesn’t run, and throws error:Exception in thread “main” java.lang.UnsatisfiedLinkError: no lwjgl in java.libr ary.pathat java.lang.ClassLoader.loadLibrary(Unknown Source)at java.lang.Runtime.loadLibrary0(Unknown Source)at java.lang.System.loadLibrary(Unknown Source)at
Sivius
java native lwjgl
I have set up my libraries correctly as far as I can tell with NetBeans. I am able to run the application from inside the IDE without any issues, but after I compile the files and attempt to run the jar, I get this error: Exception in thread “main” java.lang.UnsatisfiedLinkError: no lwjgl in java.libr ary.pathat java.lang.ClassLoader.loadLibrary(Unknown Source)at java.lang.Runtime.loadLibrary0(Unknown Source)at java.lang.System.loadLibrary(Unknown Source)at org.lwjgl.Sys$1.run(Sys.java:73)at jav
iiNitori
java classloader noclassdeffounderror lwjgl classnotfoundexception
I’m trying to write launcher for one “game” that using LWJGL and I needed to load its classes from other JARs.So I did the following:// …// The files that i must load. String[] files = new String[] { “lwjgl.jar”, “jinput.jar”, “lwjgl_util.jar”, “game_jar.jar” }; // Converting strings to URLs urls = new URL[files.length];for ( int i = 0; i < files.length; i++ )urls[i] = new File(directoryWithMyJARsAsFileClass, files[i]).toURI().toURL();// I’ts needed too System.setProperty(“org.lwjgl.library
Catalina Island
java swing jvm fatal-error lwjgl
I’m developing a game in Java using LWJGL. Along with the main game, I’m developing a few Swing-based applications (a launcher, a configuration editor, and a map editor).When I run the launcher, I sometimes (about 10% of the time) get a fatal JVM crash. It’s very strange – I can run the program a few seconds later and everything works. I have zero compilation errors or warnings, and when the program does work, it’s completely functional.I haven’t gotten the error when I run my LWJGL game, it’s o
user1869088
java lwjgl
Possible Duplicate:When I run the .jar, I get a “No lwjgl in java.library.path” error Exception in thread “main” java.lang.UnsatisfiedLinkError: no lwjgl in java.library.pathat java.lang.ClassLoader.loadLibrary(Unknown Source)at java.lang.Runtime.loadLibrary0(Unknown Source)at java.lang.System.loadLibrary(Unknown Source)at org.lwjgl.Sys$1.run(Sys.java:73)at java.security.AccessController.doPrivileged(Native Method)at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)at org.lwjgl.Sys.loadLibrary(Sys.java:
Stephen Wilkins
java opengl command-line command-line-arguments lwjgl
I’m making a basic game in Java using the LWJGL Library via Netbeans.I’ve created a library with the lwjgl, lwjgl_util, and jinput .jar’s, and I added -Djava.library.path=C:\LWJGL\native\windows to the “Run” category in the project’s properties.When I run the file in Netbeans, it runs perfectly with no issue. But when I run the .jar via double-clicking the file, nothing pops up (not even the momentary cmd error window, as far as I can tell). And when I run the file via command line, I get:C:\Use
mr_yogurt
java lwjgl slick2d slick
I have recently been programming a platforming game in java, and I have run into a problem when I tried to use a separate class to store my map (tiled). I then tried to fix it by moving the map into the main class, and it didn’t help.This is the code that is causing the problem (When the world.map1.render(0,0) is removed, no problem exists) – I know that I should be using getters and setters. I’m just find them a pain.public void render(GameContainer arg0, Graphics arg1) throws SlickException {
Snakybo
java exception arraylist lwjgl
So i’m trying to create simple gravity using LWJGL, but the application randomly crashes with the java.util.ConcurrentModificationExceptionexception. The strange thing is that is does not always happen at the same time. Sometimes it crashes instantly but other times it runs fine for 10 minutes before crashing.Main game class:public static ArrayList<Block> blocks;public Game() {blocks = new ArrayList<Block>();for(int i = 0; i < 40; i++)blocks.add(new BlockTest(i, 21, new float[] {0
JacobusR
java maven lwjgl
I am currently trying to build a simple java Game with Slick and Maven.My Setup does work basicly. But when I extend my Main Class to be a Slick “BasicGame” I can’t execute the jar anymore, promting this error message:D:\workspace\GameTest\target>java -jar GameTest-1.0-SNAPSHOT.jar Exception in thread “main” java.lang.NoClassDefFoundError: org/newdawn/slick/BasicGameat java.lang.ClassLoader.defineClass1(Native Method)at java.lang.ClassLoader.defineClassCond(Unknown Source)at java.lang.ClassLo
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