llama said:
That's jME 1 documentation. As said before LWJGL is much and much more mature. Any reason not to use LWJGL?
There is a kind of progress:
[java] Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: glGetError() returned the following error codes after a call to glGetIntegerv(): GL_INVALID_ENUM
[java] at javax.media.opengl.DebugGL.checkGLGetError(DebugGL.java:12715)
[java] at javax.media.opengl.DebugGL.glGetIntegerv(DebugGL.java:3371)
[java] at com.jme.renderer.jogl.JOGLContextCapabilities.init(JOGLContextCapabilities.java:187)
[java] at com.jme.renderer.jogl.JOGLContextCapabilities.<init>(JOGLContextCapabilities.java:147)
[java] at com.jme.system.jogl.JOGLDisplaySystem.initForCanvas(JOGLDisplaySystem.java:438)
[java] at com.jmex.awt.jogl.JOGLAWTCanvas.init(JOGLAWTCanvas.java:156)
[java] at com.sun.opengl.impl.GLDrawableHelper.init(GLDrawableHelper.java:72)
[java] at javax.media.opengl.GLCanvas$InitAction.run(GLCanvas.java:418)
[java] at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:189)
[java] at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:412)
[java] at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)
[java] at javax.media.opengl.GLCanvas.paint(GLCanvas.java:277)
[java] at com.jmex.awt.jogl.JOGLAWTCanvas.paint(JOGLAWTCanvas.java:222)
[java] at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248)
[java] at sun.awt.X11.XRepaintArea.paintComponent(XRepaintArea.java:56)
[java] at sun.awt.RepaintArea.paint(RepaintArea.java:224)
[java] at sun.awt.X11.XComponentPeer.handleEvent(XComponentPeer.java:683)
[java] at java.awt.Component.dispatchEventImpl(Component.java:4489)
[java] at java.awt.Component.dispatchEvent(Component.java:4243)
[java] at java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
[java] at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
[java] at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
[java] at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
[java] at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
[java] at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
[java] at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)
display() is called before init(), it is a strange behavior. I will NEVER use LWJGL to port TUER on JME. TUER has been written with JOGL that has proven to be very reliable, used for professional engines (Aviatrix3D for example). I like the job Kenneth Russell has done on it. In JOGL, 150 lines of C code fix some bugs under Windows and the GLU rewritten in pure Java allows to avoid bugs of the native GLU under some Linux versions. Some people who use TUER are under Solaris and lots of people use TUER under Linux. I have used JOGL for 2 years, I won't give up now. I only need a reliable OpenGL binding, I don't need JInput and JOAL, why would I use LWJGL whereas JOGL is at least as reliable as LWJGL? I don't want to suffer of local bugs of OpenAL. When I tried some games using Java3D and JOAL (for example Arabian Nights), I had to install the development packet to make it work!!! Which normal users would be able to do this?
To fix the JOGL test, I think I have to remove some invalid things.