| Commit message (Collapse) | Author | Age | Files | Lines |
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GLProfile (just a query, no new profile)
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reused w/ GLCanvas and GLJPanel
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unit test to wait for print-job (?)
.. otherwise results are cut-off .. better solution ? callback ?
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print(Graphics): Don't force on AWT-EDT -> Deadlock; releasePrint(): perform reshape/display!
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setupPrint()/releasePrint(), modularize unit test TestTiledPrintingGearsAWT
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g.scale(..), pass 'offscreen' w/ manual printing as well
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drawing image and show same; Test: Add offscreen print and add borders.
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print(..); Test: Add auto-print w/o UI 72dpi and 300dpi
NOTE: Tile raster is added at print plus lots of debug output - WIP!
- Swap to offscreen at setupPrint()
- Swap GLEventListener (GLEL) and GLContext to fixed size offscreen GLAutoDrawable (GLAD)
- Destroy onscreen drawable/context
- Setup TileRenderer w/ offscreen GLAD
- @ releasePrint() restore onscreen ..
This shall ensure we don't hog the GPU resources when
resizing the AWT component (upscaling).
- Use TileRenderer @ print(..)
The clip-rect will be used as the TileRenderer's image-size
and we perform a whole tile-rendering loop.
This helps to limit resources, see above.
- Test: Add auto-print w/o UI 72dpi and 300dpi
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print)
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always return last result, no overloading of attachToAutoDrawable(..); Fix comments
TileRenderer:
- adds setTileOffset(..)
A tile offset might be required, i.e. via a given rectangular clip bounds
- getParam(pname) shall always return last result
Even when finished tiling, the last value shall be returned,
otherwise a post endTile() is unable to retrieve the value.
- No overloading of attachToAutoDrawable(..)
No reason to complicate usage by mutating semantics,
call setTileSize(..) manually
TileRendererBase:
- Fix API doc: TR_CURRENT_TILE_X_POS, TR_CURRENT_TILE_Y_POS
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about GLAnimatorControl's which association gets swapped as well.
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GLOffscreenAutoDrawable switch, forth & back
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than 72dpi
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GLEventListener about attached/detached TileRenderer
.. since GLEventListener's reshape(..) method must query certain tile renderer attributes (tile pos and image size),
they have to be aware of the TileRendererBase.
To simplify such awareness and hence automate this attachement and passing over the tile renderer reference,
they should implement this new interface.
Gears example implements the new interface,
which caches the TR reference and pauses rotation.
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for UI agnostic (no-awt tests).
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GLEventListener reshape(..) or manual reshape after beginTile(..) method.
GLEventListener reshape(..) method should be aware of TileRenderer usage
and get the missing tile position and image size from it (-> see Gears example).
TestRandomTiledRendering3GL2AWT demos AWT GLCanvas onscreen
being used for random tile rendering to produce a PNG file.
TestTiledRendering1GL2 is now GLAutoDrawable/GLEventListener agnostic,
hence demos plain GLDrawable tile rendering usage.
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(cleanup / API doc)
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GLPixelBuffer, and pre/post GLEventListener)
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utilization AWTGLPixelBuffer* -> GLPixelBuffer*
GLPixelBufferProvider:
- Default*.getAttributes(): Add componentCount==1 (ALPHA/RED), validate values, throw exception if n/a or not supported
- Add 'allowRowStride' (as for AWTGLPixelBufferProvider)
- Add default for true and false
GLPixelBuffer:
- Add 'allowRowStride' (as for AWTGLPixelBuffer)
- Fix requiresNewBuffer(..):
- aquire minByteSize if passed one is <= 0
- validate minByteSize w/ currentByteSize according to allowRowStride.
AWTGLPixelBuffer: 'allowRowStride' impl. moved to GLPixelBuffer.
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be used w/ GLAutoDrawable.
- Remove GL2 dependencies
- Only requires PixelStorage ROW_LENGTH -> GL2ES3
- Position target buffer position according to skip [pixels, rows]
- Use an interface PMVMatrixCallback, allowing user to reshape
the custom 'PMV Matrix' according to the current rendered tile
- Properly adjust tile/image buffer to written position and flip for read operation
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instead int[] - no return value desired.
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set[Pack|Unpack]RowLength(GL2ES3 gl, ..)
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'addNativeJarLibsJoglCfg(..)' to GlueGen, commit c0ead6fa10280f8076704726d59f482b183fd77e
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purposes .. (ATI fglrx driver issues)
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may lead to a JVM freeze ..
.. on ATI fglrx driver 32bit on 64bit w/ a frozen shared GL context involved.
Hence we have to rely on the driver cleanup when JVM hits 'exit',
equal to the Windows implementation.
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(cosmetic change only); Typo in comment; TestSharedContextListNEWT2: Stop animator.
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Relying on junit 4.11 + hamcrest 1.2 (deployed in Gluegen junit.jar)
See gluegen commits:
- 10a28c860bd3f4ccecef156c9bbbc88087bf568d
- 70c9ba258c5ba3d78f0f52faf37d88b4c62d0c96
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compiled for it -> pass
Scenario ffmpeg-0.10, where we are not prepared (compiled-in) for sw-resample support.
Don't use if compiled in version (CC) is < 0 (n/a), and allow to pass at load time.
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next frame after play() will provide new frame. Added API doc.
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-> GLES2 (in profile set)
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don't use tchar.h; Fix compiler warning: Add missing (intptr_t) cast.
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>= 4.8.1
- The previous MingW64 would still work, however we should align 32bit and 64bit versions
- Mingw 32bit does not support dshow/com properly!
- Use MingW64 32bit builds solve the problem
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orientation change (flipped), API-doc,
- State
- Fix state transition (initGL() error)
- Camera options
- options uses ';' as query separator
- don't use 'default' options, driver should know
- Detect and act on orientation change (flipped)
- ffmpeg impl detects if flipped changes and triggers a SIZE update event.
This allows application to react, i.e. re-init GL and use new TextureCoord's.
Test: Works well on Windows w/ rawvideo dshow camera driver/codec.
- API-doc
- TexSeqEventListener/GLMediaEventListener usage / constraints (GL, ..)
- State transition fix
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characteristics.
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'camera ID'
If linesize is < 0, it is not invalid as assumed in commit eca6a5cb1e2beda84dfbafc31ed225e272f4f3fb,
but vertically flipped (bottom-up).
We have to adjust the data pointers, which are moved to the upper end of memory as well
and can proceed as usual.
TODO:
- Update texture 'mustFlipVertically' to 'false' in this case.
- Later:
- Allow updating texture size ..
- Whole pixel-fmt/texture-lookup-shader association must scale better,
i.e. extract the 'knowledge' into one class, use a static shader code
using uniforms instead of hard-coded values .. etc.
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