Cave working, but not synchronizing

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STRESS
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Re: Cave working, but not synchronizing

Post by STRESS » Fri 17. Sep 2010, 11:09

Hi Gunn
gunn wrote: It might make sense for jReality itself to move support from JOGL 1.1 to JOGL 2 (I'm assuming that's the newer version of JOGL you're referring to). We haven't really considered the costs of such an upgrade. If you care to share your impressions of what's involved -- at whatever level you've managed to investigate the issue -- I and others involved in jReality development, would be certainly interested to hear about it.
You might want to check out this thread http://www3.math.tu-berlin.de/jreality/ ... ?f=3&t=439. There was already a dicussion started on this. I am also keen to moving to JOGL2 but so far it hasn't been a high priority.

Now with the official disappearance of JOGL1.1 it starts to become more of an ssue since that would resolve some RCP packaging / bundling problem we're seeing.

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steffen
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Re: Cave working, but not synchronizing

Post by steffen » Fri 17. Sep 2010, 14:05

I also think that we should move to jogl 2, and I think we should make several improvements to the existing jogl backend in that context. One problem that I have is that tube rendering is very very slow, even on the latest Nvidia GTX 480. My impression is that rendering all the small cylinders with display lists and transformations doesn't make use of the performance that the latest GPUs provide. And probably there are other improvements that we should consider...

Lets do some brainstorming!

Andre
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Re: Cave working, but not synchronizing

Post by Andre » Fri 17. Sep 2010, 17:03

shade?
Refraction-Shader?
Improvement of the reflaction-maps?

I guess these topics are also connected to jogl?

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gunn
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Re: Cave working, but not synchronizing

Post by gunn » Fri 17. Sep 2010, 21:01

First step might be just to dive in: make a copy of src-jogl into a new source fold src-jogl2, download JOGL 2, and see what has to be done to get the jogl backend running with JOGL 2, making as few changes as possible. In the process, see what improvements are available in JOGL 2 that could be added into the backend. I'm sure there are also technical problems involved in having two versions of jogl available in the same eclipse project, but have faith we can figure them out as they come up.

But please: the old JOGL backend should always remain functional until the new one has been thoroughly tested and debugged and shown to be superior in all ways to the old one. Otherwise, keep them both!
jReality core developer

csm5125
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Joined: Tue 6. Jul 2010, 19:45

Re: Cave working, but not synchronizing

Post by csm5125 » Fri 17. Sep 2010, 21:48

I've already updated a sample piece of code from JOGL 1.1.1 to JOGL 2, and the amount of work involved doesn't seem to be too intense. There might be features that I'm not taking advantage of, but a simple switch is fairly doable.

In JOGL 1, you have a GL object which you use to call openGL functions.

With JOGL 2, you use the GL object to get another kind of GL object, such as a GL2, which you then use to call an opengl function.

Furthermore, many of the GL.VARIABLE enumerations are in separate enumerations, e.g. (JOGL 1) GL.GL_SMOOTH vs (JOGL 2) GLLIghtingFunc.GL_SMOOTH.

Example:

JOGL 1:

Code: Select all

public void display(GLAutoDrawable drawable) 
{
  GL gl = drawable.getGL()
  gl.glBegin(...)
  ...
  gl.glEnd();
}

JOGL 2:
public void display(GLAutoDrawable drawable) 
{
  GL2 gl = drawable.getGL().getGL2()
  gl.glBegin(...)
  ...
  gl.glEnd();
}
I don't in any way claim to be an expert in any of this, but it seems doable.

csm5125
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Re: Cave working, but not synchronizing

Post by csm5125 » Tue 21. Sep 2010, 00:05

Another update:

I switched the JOGL libraries and eclipse seems to have taken care of all of the changes for me. Everything built (except for one of the examples), but I haven't had the chance to test this yet. I'll report back when I have.

gouessej
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Re: Cave working, but not synchronizing

Post by gouessej » Fri 8. Jul 2011, 12:00

Hi!
csm5125 wrote:Another update:

I switched the JOGL libraries and eclipse seems to have taken care of all of the changes for me. Everything built (except for one of the examples), but I haven't had the chance to test this yet. I'll report back when I have.
Yes, Sven improved the build system, eclipse files are provided.

I ported several engines and APIs from JOGL 1.1.1a to JOGL 2.0 including NiftyGUI, Ardor3D and JMonkeyEngine 3.0. Let me know if you need some help. In my humble opinion, it is quite straightforward, mainly changing import clauses and a few things in the use of GL profiles.

On the other hand, please avoid using display lists, they are very poorly implemented in lots of recent drivers :( Rather use vertex arrays, compiled vertex arrays and VBOs. Static VBOs are a nice replacement of display lists.

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steffen
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Re: Cave working, but not synchronizing

Post by steffen » Fri 8. Jul 2011, 12:28

Thank you. We still couldn't fix the environment mapping in the jogl 2.0 port. Do you have any ideas?

Steffen.

gouessej
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Re: Cave working, but not synchronizing

Post by gouessej » Mon 11. Jul 2011, 11:25

steffen wrote:Thank you. We still couldn't fix the environment mapping in the jogl 2.0 port. Do you have any ideas?

Steffen.
Can you be more precise? What is the exact symptom? I still can't get the source code with SVN.

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