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* Eclipse: Update settingsSven Gothel2023-01-141-2/+6
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* Bug 1363: Java 11: Use new Android SDK 24 for Eclipse Android .classpathSven Gothel2019-09-041-1/+1
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* iOS: Initial working commit supporting iOS (ipad pro 11)Sven Gothel2019-06-231-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | using our OpenJFK 9 x86_64 and arm64 build. Test demo class is 'com.jogamp.opengl.demos.ios.Hello', residing in the new demo folder 'src/demos/com/jogamp/opengl/demos/ios/Hello.java'. This commit does not yet include a working NEWT specialization for iOS, but it shall followup soon. Instead this commit demonstrates JOGL operating on native UIWindow, UIView and CAEAGLLayer as provided by Nativewindow's IOSUtil. Test Video https://www.youtube.com/watch?v=Z4lUQNFTGMI +++ Notable bug: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). Therefor the default demo GLEventListener chosen here don't require a depth buffer ;-) This issue can hopefully be mitigated with other means than using a flat FBO sink similar to FBO multisampling.
* Eclipse: Move android.jar to classpath end, avoid junit overrideSven Gothel2019-03-191-1/+1
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* Bug 1021: Add GenericStereoDevice* Supporting custom configurations; Hook-in ↵Sven Gothel2014-07-071-0/+1
| | | | | | | | | | | | | | | | | | | | | | oculusvr-sdk java distortion-mesh calculation if available StereoDeviceFactory support new GenericStereoDeviceFactory, with it's GenericStereoDevice and GenericStereoDeviceRenderer. GenericStereoDevice maintains different configurations, triggered either by passing a GenericStereoDevice.Config instance directly or by the device-index parameter: - 0: monoscopi device: No post-processing - 1: stereoscopic device SBS: No post-processing - 2: stereoscopic device SBS + Lenses: Distortion post-processing (only available w/ oculusvr-sdk sub-module) Producing a 'GenericStereoDevice.Config' instance is self containing and may extend if supporting more device types like top-bottom, interlaced etc. StereoDemo01 handles all use-cases and may be used as a test-bed to add and experiment with stereoscopy, devices and settings.
* OculusVR: Add in eclipse classpath, and jogl-java-src.zip; Also create ↵Sven Gothel2014-06-291-1/+5
| | | | jogl-test-java-src.zip
* Bug 1021: Add OculusSDK binding / Basic OVR supportSven Gothel2014-06-191-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Bring-up test only initializes the ovrHmdHandle data structure by OVR native code. See com.jogamp.oculusvr.OVRVersion Current evaluation build compiles all OVR-SDK source files itself w/o using provided libovr.a. We also skip the GL dependent renderer of the SDK, i.e. we prefer to utilize our JOGL 'barrel distortion' renderer. This eases the 'chicken-egg' problem of OVR SDK dependencies, i.e. libGL, libGLESv2 .. etc Since the OVR source code is C++, we may still have to figure out how to / and whether we shall link libstdc++ statically to remove platform dependencies. Right now we link libstdc++ statically if using GCC, see make/build-oculusvr.xml (hackish .. TODO: better way to include all symbols). Same consideration applies to GNU/Linux and libudev.so dependency, since there are: - libudev.so.0 and (Older distri's) - libudev.so.1 (Debian8, ..) ... Produced JAR artifacts are - jar/atomic/oculusvr.jar - jar/atomic/oculusvr-natives-<os.and.arch>.jar i.e. only in 'atomic' variants to not bloat the default 'all' JAR files. .... make/build-oculusvr.xml Notes: - Currently native build only enabled on GNU/Linux (isLinux) - Force disable native build via property 'c.build.oculusvr.skip'
* Unit Test: Added Semantic Version Test (Current version agains v2.1.5)Sven Gothel2014-05-131-0/+1
| | | | | | | See GlueGen commits: - c06288d2a12586ab8df3715cf130549fdd7499fb - 64615f17a8c63f692159235e169dbdd14d30b737 - 1a504fa682e6f28c5543da4d5885c7f2ff4ed3f1
* NEWT: Add Support for AWT-Less Applet3Sven Gothel2014-01-301-0/+1
| | | | | | - Adding 'plugin3-public' jar and sources for Applet3 support, copied from icedtea-web3 - Added com.jogamp.newt.util.applet.JOGLNewtApplet3Run capable to run Applet3
* Add '@FixMethodOrder(MethodSorters.NAME_ASCENDING)' to all *Test* classes; ↵Sven Gothel2013-09-021-1/+1
| | | | | | | | Relying on junit 4.11 + hamcrest 1.2 (deployed in Gluegen junit.jar) See gluegen commits: - 10a28c860bd3f4ccecef156c9bbbc88087bf568d - 70c9ba258c5ba3d78f0f52faf37d88b4c62d0c96
* Add optional JOAL dependency, enabling JOAL usage for our 'av' package. ↵Sven Gothel2013-06-181-0/+1
| | | | | | | | | | | | | | | | | Note: May be relocated to external project later! Assumption: gluegen/ joal/ jogl/ For OpenAL / JOAL code: - use the package jogamp.opengl.openal (like jogamp.opengl.android) - will be build _before_ the other 2nd pass java files - do not expose OpenAL/JOAL APIs, if being used by other packages, since only this package is being compiled w/ JOAL jar files!
* Initial commit for AudioVideo (com.jogamp.opengl.av) rework, introducing ↵Sven Gothel2012-04-021-1/+1
| | | | | | | | Android API 14 MediaPlayer impl of GLMediaPlayer. Android API 14 MediaPlayer allows usage of OMX AL direct decode to texture via libstagefright (OMX AL usage included). Status: Untested, not working - Need to fix native OMX IL (stream detect and split) and/or GStreamer implementation.
* Android Tests: Using JogAmp's ActivityLauncher (gluegen commit: ↵Sven Gothel2012-03-141-1/+0
| | | | | | | | 0cfc7847c58b51c9a26b50d905b592d1fc4c8578) - Remove jogl.android-launcher.apk in favor of generic jogamp.android-launcher.apk - All Android test code resides in jogl.test.apk (initial launcher and delegated 'real' one)
* deployment resturcturing: combine nativewindow/jogl/newt ; newt: 'driver' ↵Sven Gothel2011-08-051-0/+1
| | | | | | | | | | | | | | | | | | | | | separation ; android cleanup remaining all-in-one jnlp's / jars: jogl-all-awt.jnlp -> jogl.all.jar jogl-all-noawt.jnlp -> jogl.all-noawt.jar jogl-all-mobile.jnlp -> jogl.all-mobile.jar native for all above: jogl-all-natives-linux-amd64.jar jogl.all-android.apk jogl.all-android.jar more may follow for each supported platfrom ++++ - newt: proper 'driver' separation - all drivers reside now in jogamp.newt.driver.* - remove intptr.cfg / use gluegen's
* Add android src zip to eclipse classpathSven Gothel2011-08-031-1/+1
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* Eclipse Classpath: Add android.jarSven Gothel2011-08-021-0/+1
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* Remove platform-specific JAR from Eclipse classpath.Wade Walker2011-03-261-1/+0
| | | | | This has to be handled through the user library for SWT or it won't work on multiple platforms.
* Eclipse: Add swt-debug.jar to .classpathSven Gothel2011-03-251-0/+1
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* Add new all.ide target for use in Eclipse, NetBeans, and IntelliJWade Walker2011-02-181-10/+6
| | | | | | | The new target just omits final JAR creation and file copying for extra speed within an IDE. We also change where Eclipse looks for the native libraries, since this new target doesn't copy them to jogl/build/lib.
* Make Eclipse build correctlyWade Walker2011-02-181-1/+1
| | | | | | | Removed the Java builder, since it was rebuilding stuff the Ant build had already done. Turned on the Ant build for incremental builds. Changed the classpath of com/jogamp/opengl/impl/gl2/fixme/ to jogamp/opengl/gl2/fixme/ to reflect the recent move.
* Add classpath entry for SWT to Eclipse projectWade Walker2011-02-091-0/+1
| | | | | | This addition makes it possible to run the SWT unit tests from within Eclipse (once the user sets up the appropriate user library as explained in the wiki).
* Created Eclipse project files.Wade Walker2011-01-111-0/+38
Created the Eclipse project files needed to build jogl. These files don't contain any absolute paths, but they do depend on the user setting up the JRE and Ant properly inside Eclipse.