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From: Brian M. <ma...@us...> - 2004-06-30 23:27:03
|
Update of /cvsroot/java-game-lib/LWJGL/platform_build/win32_ms_cmdline In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv19049 Modified Files: build-fmod.bat build.bat Log Message: include platform sdk home delete intermediate files Index: build-fmod.bat =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/platform_build/win32_ms_cmdline/build-fmod.bat,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- build-fmod.bat 9 Jun 2004 19:53:45 -0000 1.2 +++ build-fmod.bat 30 Jun 2004 23:26:54 -0000 1.3 @@ -1,12 +1,15 @@ @echo off -set JAVAHOME=C:\Java\j2sdk1.5.0 -set FMODHOME="C:\Program Files\fmodapi372win\api\inc" -set COPTIONS=/I%FMODHOME% /I%JAVAHOME%\include /I%JAVAHOME%\include\win32 /I..\..\src\native\common /O2 /nologo /c -set LINKEROPTS=/link +set JAVAHOME=C:\Java\jdk1.5.0 +set FMODHOME="C:\Program Files\fmodapi373win\api\inc" +set PLTSDKHOME="C:\Program Files\Microsoft SDK" +set COPTIONS=/I%FMODHOME% /I%PLTSDKHOME%\include /I%JAVAHOME%\include /I%JAVAHOME%\include\win32 /I..\..\src\native\common /O2 /nologo /c +set LINKEROPTS=/link /LIBPATH:%PLTSDKHOME%\Lib set LIBS=user32.lib Gdi32.lib Advapi32.lib for %%x in (..\..\src\native\common\fmod3\*.cpp) do cl %COPTIONS% %%x for %%x in (..\..\src\native\common\*common*.cpp) do cl %COPTIONS% %%x -cl /LD /Felwjgl-fmod3.dll *.obj %LINKEROPTS% %LIBS% \ No newline at end of file +cl /LD /Felwjgl-fmod3.dll *.obj %LINKEROPTS% %LIBS% + +del *.obj *.exp *.lib \ No newline at end of file Index: build.bat =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/platform_build/win32_ms_cmdline/build.bat,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- build.bat 23 May 2004 13:49:05 -0000 1.1 +++ build.bat 30 Jun 2004 23:26:54 -0000 1.2 @@ -1,11 +1,12 @@ @echo off -set JAVAHOME=C:\Java\j2sdk1.5.0 +set JAVAHOME=C:\Java\jdk1.5.0 set ALHOME="c:\Program Files\OpenAL 1.0 Software Development Kit" set EAXHOME="c:\Program Files\Creative Labs\EAX 2.0 Extensions SDK" -set DXHOME=C:\DXSDK -set COPTIONS=/I%DXHOME%\Include /I%JAVAHOME%\include /I%JAVAHOME%\include\win32 /I%ALHOME%\Include /I%EAXHOME%\Include /I..\..\src\native\common /O2 /nologo /c -set LINKEROPTS=/link /LIBPATH:%ALHOME%\libs /LIBPATH:%EAXHOME%\Libs /LIBPATH:%DXHOME%\Lib +set DXHOME="C:\Program Files\DX90SDK" +set PLTSDKHOME="C:\Program Files\Microsoft SDK" +set COPTIONS=/I%DXHOME%\Include /I%PLTSDKHOME%\include /I%JAVAHOME%\include /I%JAVAHOME%\include\win32 /I%ALHOME%\Include /I%EAXHOME%\Include /I..\..\src\native\common /O2 /nologo /c +set LINKEROPTS=/link /LIBPATH:%ALHOME%\libs /LIBPATH:%EAXHOME%\Libs /LIBPATH:%DXHOME%\Lib /LIBPATH:%PLTSDKHOME%\Lib set LIBS=dinput.lib dxguid.lib OpenAL32.lib alut.lib eaxguid.lib OpenGL32.Lib Version.lib user32.lib Gdi32.lib Advapi32.lib for %%x in (..\..\src\native\win32\*.cpp) do cl %COPTIONS% %%x @@ -16,3 +17,5 @@ for %%x in (..\..\src\native\common\ati\*.cpp) do cl %COPTIONS% %%x cl /LD /Felwjgl.dll *.obj %LINKEROPTS% %LIBS% + +del *.obj *.exp *.lib \ No newline at end of file |
From: Brian M. <ma...@us...> - 2004-06-30 23:24:01
|
Update of /cvsroot/java-game-lib/LWJGL/platform_build/sharp_develop In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18449 Added Files: lwjgl-fmod3.cmbx lwjgl-fmod3.prjx lwjgl.cmbx lwjgl.prjx readme.txt Log Message: sharpdevelop build environment --- NEW FILE: lwjgl-fmod3.cmbx --- <Combine fileversion="1.0" name="lwjgl-fmod3" description=""> <StartMode startupentry="lwjgl-fmod3" single="True"> <Execute entry="lwjgl-fmod3" type="None" /> </StartMode> <Entries> <Entry filename=".\.\lwjgl-fmod3.prjx" /> </Entries> <Configurations active="Debug"> <Configuration name="Release"> <Entry name="lwjgl-fmod3" configurationname="Debug" build="False" /> </Configuration> <Configuration name="Debug"> <Entry name="lwjgl-fmod3" configurationname="Debug" build="False" /> </Configuration> </Configurations> </Combine> --- NEW FILE: lwjgl.prjx --- <Project name="lwjgl" standardNamespace="lwjgl" description="" newfilesearch="None" enableviewstate="False" version="1.1" projecttype="C++.NET"> <Contents> <File name=".\win32" subtype="Directory" buildaction="Compile" dependson="" data="" /> <File name=".\win32\Window.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\win32\LWJGL.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_Display.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_input_Controller.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_input_Cursor.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_input_Keyboard.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_input_Mouse.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_opengl_Pbuffer.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_opengl_SWTCanvas.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_opengl_SWTCanvas.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\win32\org_lwjgl_opengl_Window.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\win32\org_lwjgl_Sys.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common" subtype="Directory" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_Sys.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\checkALerror.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\common_tools.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\common_tools.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\extal.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\extal.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\extgl.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\extgl.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_Display.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_input_Controller.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_input_Cursor.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_input_Keyboard.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_input_Mouse.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_AL10.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_AL.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_AL.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_ALC.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_ALC.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAX20.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAX20.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAX.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAX.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAXBufferProperties.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAXBufferProperties.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAXListenerProperties.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_openal_eax_EAXListenerProperties.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_GL11.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_GL12.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_GL13.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_GL14.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_GL15.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_GLContext.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_GLContext.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_Pbuffer.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\org_lwjgl_opengl_Window.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\arb" subtype="Directory" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBWindowPos.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBBufferObject.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBImaging.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBMatrixPalette.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBMultisample.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBMultitexture.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBOcclusionQuery.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBPointParameters.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBProgram.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBShaderObjects.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBTextureCompression.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBTransposeMatrix.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBVertexBlend.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBVertexProgram.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\arb\org_lwjgl_opengl_ARBVertexShader.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati" subtype="Directory" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIVertexStreams.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIDrawBuffers.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIElementArray.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIEnvmapBumpmap.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIFragmentShader.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIMapObjectBuffer.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIPnTriangles.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATISeparateStencil.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIVertexArrayObject.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ati\org_lwjgl_opengl_ATIVertexAttribArrayObject.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext" subtype="Directory" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTVertexWeighting.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTBlendEquationSeparate.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTBlendFuncSeparate.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTCompiledVertexArray.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTDepthBoundsTest.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTDrawRangeElements.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTFogCoord.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTMultiDrawArrays.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTPointParameters.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTSecondaryColor.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTStencilTwoSide.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\ext\org_lwjgl_opengl_EXTVertexShader.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\fmod3" subtype="Directory" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\org_lwjgl_fmod3_FSound.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\extfmod3.cpp" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\extfmod3.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\org_lwjgl_fmod3_FMOD.cpp" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\org_lwjgl_fmod3_FMOD.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\org_lwjgl_fmod3_FMusic.cpp" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\org_lwjgl_fmod3_FMusic.h" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\fmod3\org_lwjgl_fmod3_FSound.cpp" subtype="Code" buildaction="Nothing" dependson="" data="" /> <File name=".\common\nv" subtype="Directory" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVVertexProgram.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVEvaluators.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVFence.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVFragmentProgram.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVHalfFloat.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVOcclusionQuery.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVPixelDataRange.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVPointSprite.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVPrimitiveRestart.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVProgram.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVRegisterCombiners2.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVRegisterCombiners.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> <File name=".\common\nv\org_lwjgl_opengl_NVVertexArrayRange.cpp" subtype="Code" buildaction="Compile" dependson="" data="" /> </Contents> <References /> <DeploymentInformation target="" script="" strategy="File" /> <Configuration runwithwarnings="True" name="Release"> <GeneralCPPOptions additionalIncludeDirectories="C:\Program Files\Microsoft SDK\include;C:\Java\jdk1.5.0\include;C:\Java\jdk1.5.0\include\win32;E:\programming\Personal\LWJGL\src\native\common;C:\Program Files\Creative Labs\EAX 2.0 Extensions SDK\Include;C:\Program Files\OpenAL 1.0 Software Development Kit\Include;C:\Program Files\DX90SDK\Include;C:\Program Files\fmodapi373win\api\inc" additionalAssemblySearchPaths="" debugInformationFormat="Deactivated" noStartLogo="True" warningLevel="4" search64BitPortabilityProblems="False" /> <OptimizeCPPOptions optimizeLevel="CompleteOptimize" useGlobalOptimize="True" inlineFunctionExtension="Standard" activateSysInternalFunctions="False" floatingPointConsistency="Standard" sizeOrSpeedOptimization="Speed" surpressFramePointer="False" enableFiberSaveOptimize="False" architecture="Pentium4" 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ignoreStandardLibrary="False" ignoreLibrary="" moduleDefinition="" addModuleToAssembly="" embedResourceToAssembly="" forcedSymbolLinks="" laterLoadedDLLs="" /> <DebugLinkerOptions generateDebugInfo="False" generatedProgramDatabase="" removePrivateSymbols="" generateMapFile="False" mapFile="" mapExport="False" mapLines="False" debuggableAssembly="DontEmitDebuggable" /> <SystemLinkerOptions linkerSubSystem="Unselected" heapAllocationSize="0" heapCommitSize="0" stackAllocationSize="0" stackCommitSize="0" activateBigAddresses="Standard" terminalServer="Standard" runFromCDROM="False" runFromNetwork="False" /> <MiscOptions OutputDirectory="..\bin\Release" IntermediateDirectory=".\bin\Release" ConfigurationType="Dll" UseManagedExtensions="False" additionalCompilerOptions="" /> <Output directory=".\" assembly="lwjgl" executeScript="" executeBeforeBuild="" executeAfterBuild="" executeBeforeBuildArguments="" executeAfterBuildArguments="" /> </Configuration> </Configurations> </Project> --- NEW FILE: readme.txt --- Make sure that paths are set before compiling (launch sharpdevelop from the Visual C++ Toolkit 2003 Command Prompt) - Copy ..\..\src\native\common & ..\..\src\native\win32 to this folder before compiling. - Edit configuration to setup paths (Project -> Project Options -> Configurations) |
From: Brian M. <ma...@us...> - 2004-06-30 23:23:11
|
Update of /cvsroot/java-game-lib/LWJGL/platform_build/sharp_develop In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18281/sharp_develop Log Message: Directory /cvsroot/java-game-lib/LWJGL/platform_build/sharp_develop added to the repository |
From: Brian M. <ma...@us...> - 2004-06-30 22:38:57
|
Update of /cvsroot/java-game-lib/LWJGL/platform_build/win32_ms_cmdline In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv9962 Added Files: lwjgl.build Log Message: NAnt build file --- NEW FILE: lwjgl.build --- <project name="lwjgl" default="build" basedir="."> <description>Compiles the LWJGL dlls</description> <!-- issues with spaces in path names - just using 8.3 :/ --> <property name="lwjgl.jdk" value="C:\Java\jdk1.5.0"/> <property name="lwjgl.platform_sdk" value="C:\Progra~1\MICROS~3"/> <property name="lwjgl.openal" value="C:\Progra~1\OPENAL~1.0SO"/> <property name="lwjgl.eax" value="C:\PROGRA~1\CREATI~1\EAX2~1.0EX"/> <property name="lwjgl.dx" value="C:\PROGRA~1\DX90SDK"/> <property name="lwjgl.fmod3" value="C:\PROGRA~1\FMODAP~1"/> <target name="clean"> <delete dir="build" failonerror="false"/> <delete file="lwjgl.exp" failonerror="false"/> <delete file="lwjgl.lib" failonerror="false"/> <delete file="lwjgl-fmod3.exp" failonerror="false"/> <delete file="lwjgl-fmod3.lib" failonerror="false"/> </target> <target name="build" description="compiles the lwjgl dll"> <mkdir dir="build" failonerror="false"/> <cl outputdir="build"> <arg value="/I${lwjgl.jdk}\include"/> <arg value="/I${lwjgl.jdk}\include\win32"/> <arg value="/I${lwjgl.platform_sdk}\include"/> <arg value="/I${lwjgl.openal}\include"/> <arg value="/I${lwjgl.eax}\include"/> <arg value="/I${lwjgl.dx}\include"/> <arg value="/I..\..\src\native\common"/> <sources> <includes name="../../src/native/win32/*.cpp"/> <includes name="../../src/native/common/*.cpp"/> <includes name="../../src/native/common/arb/*.cpp"/> <includes name="../../src/native/common/nv/*.cpp"/> <includes name="../../src/native/common/ext/*.cpp"/> <includes name="../../src/native/common/ati/*.cpp"/> </sources> </cl> <link output="lwjgl.dll"> <arg value="/LIBPATH:${lwjgl.platform_sdk}\lib"/> <arg value="/LIBPATH:${lwjgl.openal}\libs"/> <arg value="/LIBPATH:${lwjgl.eax}\libs"/> <arg value="/LIBPATH:${lwjgl.dx}\lib"/> <arg value="/DEFAULTLIB:dinput.lib"/> <arg value="/DEFAULTLIB:dxguid.lib"/> <arg value="/DEFAULTLIB:OpenAL32.lib"/> <arg value="/DEFAULTLIB:eaxguid.lib"/> <arg value="/DEFAULTLIB:OpenGL32.Lib"/> <arg value="/DEFAULTLIB:Version.lib"/> <arg value="/DEFAULTLIB:user32.lib"/> <arg value="/DEFAULTLIB:Gdi32.lib"/> <arg value="/DEFAULTLIB:AdvApi32.lib"/> <arg value="/DLL"/> <sources> <includes name="build/*.obj" /> </sources> </link> <call target="clean"/> </target> <target name="build-fmod3" description="compiles the fmod3 dll"> <mkdir dir="build" failonerror="false"/> <cl outputdir="build"> <arg value="/I${lwjgl.jdk}\include"/> <arg value="/I${lwjgl.jdk}\include\win32"/> <arg value="/I${lwjgl.platform_sdk}\include"/> <arg value="/I${lwjgl.fmod3}\api\inc"/> <arg value="/I..\..\src\native\common"/> <sources> <includes name="../../src/native/common/*common*.cpp"/> <includes name="../../src/native/common/fmod3/*.cpp"/> </sources> </cl> <link output="lwjgl-fmod3.dll"> <arg value="/LIBPATH:${lwjgl.platform_sdk}\lib"/> <arg value="/DEFAULTLIB:user32.lib"/> <arg value="/DEFAULTLIB:Gdi32.lib"/> <arg value="/DEFAULTLIB:AdvApi32.lib"/> <arg value="/DLL"/> <sources> <includes name="build/*.obj" /> </sources> </link> <call target="clean"/> </target> </project> |
From: Ioannis T. <sp...@us...> - 2004-06-27 12:44:04
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv18896 Modified Files: ARBDepthTexture.java ARBFragmentShader.java ARBShaderObjects.java ARBVertexShader.java Added Files: ARBShadingLanguage100.java Log Message: GLSL update --- NEW FILE: ARBShadingLanguage100.java --- /* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.opengl; public final class ARBShadingLanguage100 { /* * Accepted by the <name> parameter of GetString: */ public static final int GL_SHADING_LANGUAGE_VERSION_ARB = 0x8B8C; } Index: ARBShaderObjects.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBShaderObjects.java,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- ARBShaderObjects.java 12 Jun 2004 20:28:23 -0000 1.5 +++ ARBShaderObjects.java 27 Jun 2004 12:43:55 -0000 1.6 @@ -1,31 +1,31 @@ -/* +/* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'LWJGL' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ @@ -66,9 +66,11 @@ /* * Returned by the <type> parameter of GetActiveUniformARB: */ + public static final int GL_FLOAT = 0x1406; public static final int GL_FLOAT_VEC2_ARB = 0x8B50; public static final int GL_FLOAT_VEC3_ARB = 0x8B51; public static final int GL_FLOAT_VEC4_ARB = 0x8B52; + public static final int GL_INT = 0x1404; public static final int GL_INT_VEC2_ARB = 0x8B53; public static final int GL_INT_VEC3_ARB = 0x8B54; public static final int GL_INT_VEC4_ARB = 0x8B55; @@ -79,6 +81,14 @@ public static final int GL_FLOAT_MAT2_ARB = 0x8B5A; public static final int GL_FLOAT_MAT3_ARB = 0x8B5B; public static final int GL_FLOAT_MAT4_ARB = 0x8B5C; + public static final int GL_SAMPLER_1D_ARB = 0x8B5D; + public static final int GL_SAMPLER_2D_ARB = 0x8B5E; + public static final int GL_SAMPLER_3D_ARB = 0x8B5F; + public static final int GL_SAMPLER_CUBE_ARB = 0x8B60; + public static final int GL_SAMPLER_1D_SHADOW_ARB = 0x8B61; + public static final int GL_SAMPLER_2D_SHADOW_ARB = 0x8B62; + public static final int GL_SAMPLER_2D_RECT_ARB = 0x8B63; + public static final int GL_SAMPLER_2D_RECT_SHADOW_ARB = 0x8B64; public static native void glDeleteObjectARB(int obj); Index: ARBVertexShader.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBVertexShader.java,v retrieving revision 1.6 retrieving revision 1.7 diff -u -d -r1.6 -r1.7 --- ARBVertexShader.java 12 Jun 2004 20:28:23 -0000 1.6 +++ ARBVertexShader.java 27 Jun 2004 12:43:55 -0000 1.7 @@ -1,31 +1,31 @@ -/* +/* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'LWJGL' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ @@ -37,18 +37,30 @@ public final class ARBVertexShader { /* - * Accepted by the <shaderType> argument of CreateShaderObjectARB: + * Accepted by the <shaderType> argument of CreateShaderObjectARB and + * returned by the <params> parameter of GetObjectParameter{if}vARB: */ public static final int GL_VERTEX_SHADER_ARB = 0x8B31; /* - * Accepted by the <pname> parameter of GetBooleanv, GetIntegerv, - * GetFloatv, and GetDoublev: + * Accepted by the <pname> parameter of GetBooleanv, GetIntegerv, + * GetFloatv, and GetDoublev: */ public static final int GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB = 0x8B4A; public static final int GL_MAX_VARYING_FLOATS_ARB = 0x8B4B; + public static final int GL_MAX_VERTEX_ATTRIBS_ARB = 0x8869; + public static final int GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 0x8872; public static final int GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 0x8B4C; public static final int GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = 0x8B4D; + public static final int GL_MAX_TEXTURE_COORDS_ARB = 0x8871; + + /* + * Accepted by the <cap> parameter of Disable, Enable, and IsEnabled, and + * by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and + * GetDoublev: + */ + public static final int GL_VERTEX_PROGRAM_POINT_SIZE_ARB = 0x8642; + public static final int GL_VERTEX_PROGRAM_TWO_SIDE_ARB = 0x8643; /* * Accepted by the <pname> parameter GetObjectParameter{if}vARB: @@ -56,6 +68,31 @@ public static final int GL_OBJECT_ACTIVE_ATTRIBUTES_ARB = 0x8B89; public static final int GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB = 0x8B8A; + /* + * Accepted by the <pname> parameter of GetVertexAttrib{dfi}vARB: + */ + public static final int GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB = 0x8622; + public static final int GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB = 0x8623; + public static final int GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB = 0x8624; + public static final int GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB = 0x8625; + public static final int GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB = 0x886A; + public static final int GL_CURRENT_VERTEX_ATTRIB_ARB = 0x8626; + + /* + * Accepted by the <pname> parameter of GetVertexAttribPointervARB: + */ + public static final int GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB = 0x8645; + + /* + * Returned by the <type> parameter of GetActiveAttribARB: + */ + public static final int GL_FLOAT = 0x1406; + public static final int GL_FLOAT_VEC2_ARB = 0x8B50; + public static final int GL_FLOAT_VEC3_ARB = 0x8B51; + public static final int GL_FLOAT_VEC4_ARB = 0x8B52; + public static final int GL_FLOAT_MAT2_ARB = 0x8B5A; + public static final int GL_FLOAT_MAT3_ARB = 0x8B5B; + public static final int GL_FLOAT_MAT4_ARB = 0x8B5C; // --------------------------- public static void glBindAttribLocationARB(int programObj, int index, ByteBuffer name) { Index: ARBDepthTexture.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBDepthTexture.java,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- ARBDepthTexture.java 12 Jun 2004 20:28:23 -0000 1.3 +++ ARBDepthTexture.java 27 Jun 2004 12:43:54 -0000 1.4 @@ -1,40 +1,56 @@ -/* +/* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'LWJGL' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.opengl; public final class ARBDepthTexture { - public static final int GL_DEPTH_COMPONENT16_ARB = 0x81A5; - public static final int GL_DEPTH_COMPONENT24_ARB = 0x81A6; - public static final int GL_DEPTH_COMPONENT32_ARB = 0x81A7; - public static final int GL_TEXTURE_DEPTH_SIZE_ARB = 0x884A; - public static final int GL_DEPTH_TEXTURE_MODE_ARB = 0x884B; + + /* + * Accepted by the <internalFormat> parameter of TexImage1D, TexImage2D, + * CopyTexImage1D and CopyTexImage2D: + */ + public static final int GL_DEPTH_COMPONENT16_ARB = 0x81A5; + public static final int GL_DEPTH_COMPONENT24_ARB = 0x81A6; + public static final int GL_DEPTH_COMPONENT32_ARB = 0x81A7; + + /* + * Accepted by the <pname> parameter of GetTexLevelParameterfv and + * GetTexLevelParameteriv: + */ + public static final int GL_TEXTURE_DEPTH_SIZE_ARB = 0x884A; + + /* + * Accepted by the <pname> parameter of TexParameterf, TexParameteri, + * TexParameterfv, TexParameteriv, GetTexParameterfv, and GetTexParameteriv: + */ + public static final int GL_DEPTH_TEXTURE_MODE_ARB = 0x884B; + } Index: ARBFragmentShader.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBFragmentShader.java,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- ARBFragmentShader.java 12 Jun 2004 20:28:23 -0000 1.5 +++ ARBFragmentShader.java 27 Jun 2004 12:43:55 -0000 1.6 @@ -1,31 +1,31 @@ -/* +/* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'LWJGL' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ @@ -34,15 +34,24 @@ public final class ARBFragmentShader { /* - * Accepted by the <shaderType> argument of CreateShaderObjectARB: + * Accepted by the <shaderType> argument of CreateShaderObjectARB and + * returned by the <params> parameter of GetObjectParameter{fi}vARB: */ public static final int GL_FRAGMENT_SHADER_ARB = 0x8B30; /* - * Accepted by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv, and - * GetDoublev: + * Accepted by the <pname> parameter of GetBooleanv, GetIntegerv, + * GetFloatv, and GetDoublev: */ + public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB = 0x8B49; + public static final int GL_MAX_TEXTURE_COORDS_ARB = 0x8871; + public static final int GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 0x8872; + /* + * Accepted by the <target> parameter of Hint and the <pname> parameter of + * GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev: + */ + public static final int GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB = 0x8B8B; } \ No newline at end of file |
From: Brian M. <ma...@us...> - 2004-06-21 21:55:30
|
Update of /cvsroot/java-game-lib/LWJGL/www/tutorials/openal/devmaster In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv2559/tutorials/openal/devmaster Added Files: lesson1.php lesson1.zip lesson2.php lesson2.zip lesson3.php lesson3.zip lesson4.php lesson5.php lesson5.zip lesson6.php lesson7.php Log Message: devmaster OpenAL tutorials --- NEW FILE: lesson5.zip --- (This appears to be a binary file; contents omitted.) --- NEW FILE: lesson3.zip --- (This appears to be a binary file; contents omitted.) --- NEW FILE: lesson1.php --- <div class="paragraph_item"> <h2>Single Static Source: Lesson 1</h2> <p class="title" align="center"> Author: <a href="mailto:lig...@ho...">Jesse Maurais</a> | From: <a href="http://www.devmaster.net/articles.php?catID=6" target="_blank">devmaster.net</a><br> Modified for LWJGL by: <a href="mailto:br...@ma...">Brian Matzon</a> </p> <div style="width: 20em; float: right; padding: 10;"><table border="0" bgcolor="#000000" cellpadding="5" cellspacing="1"> <tr> <td width="100%" class="BlockHeader"><p align="center" class="tableHeader"><b>Other Articles in the Series</b></p></td> </tr> <tr> <td width="100%" bgcolor="#ffffff"> <table cellpadding="0" cellspacing="0"> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson1">Lesson 1: Single Static Source</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson2">Lesson 2: Looping and Fade-away</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson3">Lesson 3: Multiple Sources</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson4">Lesson 4: A Closer Look at ALC</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson5">Lesson 5: Sources Sharing Buffers</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson6">Lesson 6: Advanced Loading and Error Handles</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson7">Lesson 7: The Doppler Effect</a></td> </tr> </table> </td> </tr> </table> </div> <p>Welcome to the exciting world of OpenAL! OpenAL is still in a stage of growth, and even though there is an ever larger following to the API it still hasn't reached it's full potential. One of the big reasons for this is that there is still not yet hardware acceleration built in for specific cards. However, Creative Labs is a major contributor to the OpenAL project and also happens to be one of the largest soundcard manufacturers. So there is a promise of hardware accelerated features in the near future. OpenAL's only other major contributor, Loki, has gone the way of the dinosaur. So the future of OpenAL on Linux platforms is uncertain. You can still obtain the Linux binaries on some more obscure websites.</p> <p>OpenAL has also not been seen in many major commercial products, which may have also hurt it's growth. As far as I know the only pc game to use OpenAL has been Metal Gear 2 (although recently I've discovered that Unreal 2 does as well). The popular modeling program, Blender3D, was also known to use OpenAL for all it's audio playback. Aside from these however the only other OpenAL uses have been in the sdk examples and a few obscure tutorials on the internet.</p> <p>But lets face it, OpenAL has a lot of potential. There are many other audio libraries that claim to work with the hardware on a lower level (and this may be true), but the designers of OpenAL did several things in it's design which make it a superior API. First of all they emulated the OpenGL API which is one of the best ever designed. The API style is flexible, so different coding methods and hardware implementations will take advantage of this. People who have had a lot of experience with OpenGL will be able to pick up OpenAL quite fast. OpenAL also has the advantage of creating 3D surround sound which a lot of other API's cannot boast. On top of all of that it also has the ability to extend itself into EAX and AC3 flawlessly. To my knowledge no other audio library has that capability.</p> <p>If you still haven't found a reason here to use OpenAL then here's another. It's just cool. It's a nice looking API and will integrate well into your code. You will be able to do many cool sound effects with it. But before we do that we have to learn the basics.</p> <p>So let's get coding!</p> <pre class="code"> <span class="codeKeyword">import</span> java.io.IOException; <span class="codeKeyword">import</span> java.nio.FloatBuffer; <span class="codeKeyword">import</span> java.nio.IntBuffer; <span class="codeKeyword">import</span> org.lwjgl.BufferUtils; <span class="codeKeyword">import</span> org.lwjgl.LWJGLException; <span class="codeKeyword">import</span> org.lwjgl.openal.AL; <span class="codeKeyword">import</span> org.lwjgl.openal.AL10; <span class="codeKeyword">import</span> org.lwjgl.test.openal.WaveData; <span class="codeKeyword">public class</span> Lesson1 { <span class="codeComment"> /** Buffers hold sound data. */</span> IntBuffer buffer = BufferUtils.createIntBuffer(1); <span class="codeComment"> /** Sources are points emitting sound. */</span> IntBuffer source = BufferUtils.createIntBuffer(1); </pre> <p>Those familiar with OpenGL know that it uses "texture objects" (or "texture names") to handle textures used by a program. OpenAL does a similar thing with audio samples. There are essentially 3 kinds of objects in OpenAL. A buffer which stores all the information about how a sound should be played and the sound data itself, and a source which is a point in space that emits a sound. It's important to understand that a source is not itself an audio sample. A source only plays back sound data from a buffer bound to it. The source is also given special properties like position and velocity. </p> <p>The third object which I have not mentioned yet is the listener. There is only one listener which represents where 'you' are, the user. The listener properties along with the source properties determine how the audio sample will be heard. For example their relative positions will determine the intensity of the sound.</p> <pre class="code"><span class="codeComment"> /** Position of the source sound. */</span> FloatBuffer sourcePos = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.0f }); <span class="codeComment"> /** Velocity of the source sound. */</span> FloatBuffer sourceVel = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.0f }); <span class="codeComment"> /** Position of the listener. */</span> FloatBuffer listenerPos = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.0f }); <span class="codeComment"> /** Velocity of the listener. */</span> FloatBuffer listenerVel = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.0f }); <span class="codeComment"> /** Orientation of the listener. (first 3 elements are "at", second 3 are "up") */</span> FloatBuffer listenerOri = BufferUtils.createFloatBuffer(6).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f }); </pre> <p>In the above code we specify the position and velocity of the source and listener objects. These NIO Buffers are vector based Cartesian coordinates. <br><i><b>Note:</b> LWJGL uses the position, limit and capacity properties of NIO buffers to determine where to index the data and how many elements to get/set. It is therefore crucial that these limits are set correctly. In the above case we would have to flip each of the buffers so their position and limit is set correctly. A newly created buffer will have its position set to 0 and its limit to its capacity.</i></p> <pre class="code"><span class="codeComment"> /** * boolean LoadALData() * * This function will load our sample data from the disk using the Alut * utility and send the data into OpenAL as a buffer. A source is then * also created to play that buffer. */</span> <span class="codeKeyword">int</span> loadALData() { </pre> <p>Here we will create a function that loads all of our sound data from a file. <br><i><b>Note:</b> The original tutorial uses ALUT to load wave data. ALUT is not available in the LWJGL binding, due to license issues. You may use the <code>WaveData</code> class to load sound files instead.</i></p></p> <pre class="code"><span class="codeComment"> // Load wav data into a buffer.</span> AL10.alGenBuffers(buffer); <span class="codeKeyword">if</span>(AL10.alGetError() != AL10.AL_NO_ERROR) <span class="codeKeyword">return</span> AL10.AL_FALSE; WaveData waveFile = WaveData.create("FancyPants.wav"); AL10.alBufferData(buffer.get(0), waveFile.format, waveFile.data, waveFile.samplerate); waveFile.dispose(); </pre> <p>The function 'alGenBuffers' will create the buffer objects and store them in the variable we passed it. It's important to do an error check to make sure everything went smoothly. There may be a case in which OpenAL could not generate a buffer object due to a lack of memory. In this case it would set the error bit.</p> <p>The WaveData class is very helpful here. It opens up the file for us and gives us all the information we need to create the buffer. And after we have attached all this data to the buffer it will help use dispose of the data. It all works in a clean and efficient manner.</p> <pre class="code"> <span class="codeComment">// Bind the buffer with the source.</span> AL10.alGenSources(source); <span class="codeKeyword">if</span> (AL10.alGetError() != AL10.AL_NO_ERROR) <span class="codeKeyword">return</span> AL10.AL_FALSE; AL10.alSourcei(source.get(0), AL10.AL_BUFFER, buffer.get(0) ); AL10.alSourcef(source.get(0), AL10.AL_PITCH, 1.0f ); AL10.alSourcef(source.get(0), AL10.AL_GAIN, 1.0f ); AL10.alSource (source.get(0), AL10.AL_POSITION, sourcePos ); AL10.alSource (source.get(0), AL10.AL_VELOCITY, sourceVel ); </pre> <p>We generate a source object in the same manner we generated the buffer object. Then we define the source properties that it will use when it's in playback. The most important of these properties is the buffer it should use. This tells the source which audio sample to playback. In this case we only have one so we bind it. We also tell the source it's position and velocity which we defined earlier.</p> <p>One more thing on 'alGenBuffers' and 'alGenSources'. In some example code I have seen these functions will return an integer value for the number of buffers/sources created. I suppose this was meant as an error checking feature that was left out in a later version. If you see this done in other code don't use it yourself. If you want to do this check, use 'alGetError' instead (like we have done above).</p> <pre class="code"> <span class="codeComment">// Do another error check and return.</span> <span class="codeKeyword">if</span> (AL10.alGetError() == AL10.AL_NO_ERROR) <span class="codeKeyword">return</span> AL10.AL_TRUE; <span class="codeKeyword">return</span> AL10.AL_FALSE; </pre> <p>To end the function we just do one more check to make sure all is well, then we return success.</p> <pre class="code"><span class="codeComment"> /** * void setListenerValues() * * We already defined certain values for the Listener, but we need * to tell OpenAL to use that data. This function does just that. */</span> <span class="codeKeyword">void</span> setListenerValues() { AL10.alListener(AL10.AL_POSITION, listenerPos); AL10.alListener(AL10.AL_VELOCITY, listenerVel); AL10.alListener(AL10.AL_ORIENTATION, listenerOri); } </pre> <p>We created this function to update the listener properties.</p> <pre class="code"><span class="codeComment"> /** * void killALData() * * We have allocated memory for our buffers and sources which needs * to be returned to the system. This function frees that memory. */</span> <span class="codeKeyword">void</span> killALData() { AL10.alDeleteSources(source); AL10.alDeleteBuffers(buffer); } </pre> <p>This will be our shutdown procedure. It is necessary to call this to release all the memory and audio devices that our program may be using.</p> <pre class="code"> <span class="codeKeyword">public static void</span> main(String[] args) { <span class="codeKeyword">new</span> Lesson1().execute(); } </pre> <p>This is our main entry point. We just create our <code>Lesson1</code> instance and call the execute method</p> <pre class="code"> <span class="codeKeyword">public void</span> execute() { <span class="codeComment">// Initialize OpenAL and clear the error bit.</span> <span class="codeKeyword">try</span>{ AL.create(); } <span class="codeKeyword">catch</span> (LWJGLException le) { le.printStackTrace(); <span class="codeKeyword">return</span>; } AL10.alGetError(); </pre> <p>The function 'AL.create()' will setup everything that OpenAL needs to do for us. Basically 'AL.create()' creates a single OpenAL context through Alc and sets it to current. On the Windows platform it initializes DirectSound. We also do an initial call to the error function to clear it. Every time we call 'alGetError' it will reset itself to 'AL_NO_ERROR'.</p> <pre class="code"><span class="codeComment"> // Load the wav data.</span> <span class="codeKeyword">if</span>(loadALData() == AL10.AL_FALSE) { System.out.println("Error loading data."); <span class="codeKeyword">return</span>; } setListenerValues(); </pre> <p>We will check to see if the wav files loaded correctly. If not we must exit the program. Then we update the listener values.</p> <pre class="code"> <span class="codeComment">// Loop.</span> <span class="codeKeyword">char</span> c = ' '; <span class="codeKeyword">while</span>(c != 'q') { <span class="codeKeyword">try</span> { c = (<span class="codeKeyword">char</span>) System.in.read(); } <span class="codeKeyword">catch</span> (IOException ioe) { c = 'q'; } <span class="codeKeyword">switch</span>(c) { // Pressing 'p' will begin playing the sample. <span class="codeKeyword">case</span> 'p': AL10.alSourcePlay(source.get(0)); <span class="codeKeyword">break</span>; // Pressing 's' will stop the sample from playing. <span class="codeKeyword">case</span>'s': AL10.alSourceStop(source.get(0)); <span class="codeKeyword">break</span>; // Pressing 'h' will pause the sample. <span class="codeKeyword">case</span> 'h': AL10.alSourcePause(source.get(0)); <span class="codeKeyword">break</span>; }; } killALData(); } } </pre> <p>This is the interesting part of the tutorial. It's a very basic loop that lets us control the playback of the audio sample. Pressing 'p' will replay the sample, pressing 's' will stop the sample, and pressing 'h' will pause the sample. Pressing 'q' will exit the program. When done, we kill all data loaded into buffers and delete any source objects created.</p> <p>Well there it is. Your first delve into OpenAL. I hope it was made simple enough for you. It may have been a little too simple for the 1337 h4X0r, but we all got to start somewhere. Things will get more advanced as we go along.</p> <p> Download source code and resources for this lesson <a href="tutorials/openal/devmaster/lesson1.zip">here</a> </p> </div> --- NEW FILE: lesson4.php --- <div class="paragraph_item"> <h2>A Closer Look at ALC: Lesson 4</h2> <p class="title" align="center"> Author: <a href="mailto:lig...@ho...">Jesse Maurais</a> | From: <a href="http://www.devmaster.net/articles.php?catID=6" target="_blank">devmaster.net</a><br> Modified for LWJGL by: <a href="mailto:br...@ma...">Brian Matzon</a> </p> <div style="width: 20em; float: right; padding: 10;"><table border="0" bgcolor="#000000" cellpadding="5" cellspacing="1"> <tr> <td width="100%" class="BlockHeader"><p align="center" class="tableHeader"><b>Other Articles in the Series</b></p></td> </tr> <tr> <td width="100%" bgcolor="#ffffff"> <table cellpadding="0" cellspacing="0"> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson1">Lesson 1: Single Static Source</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson2">Lesson 2: Looping and Fade-away</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson3">Lesson 3: Multiple Sources</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson4">Lesson 4: A Closer Look at ALC</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson5">Lesson 5: Sources Sharing Buffers</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson6">Lesson 6: Advanced Loading and Error Handles</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson7">Lesson 7: The Doppler Effect</a></td> </tr> </table> </td> </tr> </table> </div> <p> <i><b>Note:</b>This article originally deals with ALC Context management, and especially using multiple contexts. The LWJGL binding does <b>not</b> expose multiple contexts, nor do we have any plans to do so. It is an advanced feature, not used in games. This article has also been edited heavily to make sense in an LWJGL environment which doesn't expose ALC directly.</i></p> <p> Up until now we have been letting <code>AL.create()</code> do all the real tricky stuff for us. For example handling the audio devices. It's really nice that the <code>AL.create()</code> method is there to provide this functionality, but any smart coder will want to know exactly what their doing. We may want to, at some point, use the verbose <code>AL.create(String deviceArguments, <span class="codeKeyword">int</span> contextFrequency, <span class="codeKeyword">int</span> contextRefresh, <span class="codeKeyword">boolean</span> contextSynchronized)</code> method. In this tutorial we will expose the Alc layer and take a look at how to handle the devices on our own.</p> <p> When using either of the two create methods of <code>AL</code>, a default context and device is created for you. You cannot create multiple contexts nor can you access multiple devices. Thus a lot of the ALC methods are not available, since they simply don't make any sense. Methods that are available also no longer take a device or context parameter since they are managed internally. </p> <pre class="code"> <span class="codeComment">// Initialize OpenAL and clear the error bit.</span> <span class="codeKeyword">try</span>{ AL.create(); } <span class="codeKeyword">catch</span> (LWJGLException le) { le.printStackTrace(); <span class="codeKeyword">return</span>; } AL10.alGetError(); </pre> <p>Using the default create method is the simplest way to create a context and access a device. Default values are used, and once called OpenAL is initialized and ready to go.</p> <pre class="code"> <span class="codeComment">// Initialize OpenAL and clear the error bit.</span> <span class="codeKeyword">try</span>{ AL.create("DirectSound3D", 44100, 15, <span class="codeKeyword">false</span>); } <span class="codeKeyword">catch</span> (LWJGLException le) { le.printStackTrace(); <span class="codeKeyword">return</span>; } AL10.alGetError(); </pre> <p>Here we initialize OpenAL using arguments for ALC. The first argument tells ALC which device to access. Passing null is a perfectly valid argument. It forces the ALC to use a default device.<br> The second argument tells ALC the frequency for mixing output buffer, in units of Hz. Third argument tells ALC how often it should update it's internal state and buffers. The final argument determines whether the ALC should run in synchronous mode. </p> <pre class="code"> <span class="codeKeyword">public static int</span> alcGetError(); <span class="codeKeyword">public static boolean</span> alcIsExtensionPresent(String extName); <span class="codeKeyword">public static int</span> alcGetEnumValue(String enumName); <span class="codeKeyword">public static </span>String alcGetString(<span class="codeKeyword">int</span> pname); <span class="codeKeyword">public static void</span> alcGetInteger(<span class="codeKeyword">int</span> pname, IntBuffer integerdata); </pre> <p>It may be pretty obvious to you what these do, but lets humour ourselves and have a closer look. First we have 'alcGetError' which is just like 'alGetError' but will return Alc errors. The next two functions are for querying Alc extensions. This was just the creators planning ahead, as there are no Alc extensions either. The last function, 'alcGetInteger', will return the Alc version when passed 'ALC_MAJOR_VERSION' or 'ALC_MINOR_VERSION'.<br> The function 'alcGetString' is pretty cool. It can take any of the following three parameters to 'token': <br><br> * ALC_DEFAULT_DEVICE_SPECIFIER<br> * ALC_DEVICE_SPECIFIER<br> * ALC_EXTENSIONS<br> <br> The first will return the device string which your OpenAL implementation will prefer you to use. In current OpenAL this should be "DirectSound3D", like we used above. The second token will return a list of specifiers, but in current OpenAL will only return "DirectSound" (without the "3D" for some reason). The last will return a list of Alc extensions, of which none exist yet. <br> Well that's most of Alc for you. I hope it gave you a better understanding of how OpenAL interacts with the operation system. </p> </div> --- NEW FILE: lesson6.php --- <div class="paragraph_item"> <h2>Advanced Loading and Error Handles: Lesson 6</h2> <p class="title" align="center"> Author: <a href="mailto:lig...@ho...">Jesse Maurais</a> | From: <a href="http://www.devmaster.net/articles.php?catID=6" target="_blank">devmaster.net</a><br> Modified for LWJGL by: <a href="mailto:br...@ma...">Brian Matzon</a> </p> <div style="width: 20em; float: right; padding: 10;"><table border="0" bgcolor="#000000" cellpadding="5" cellspacing="1"> <tr> <td width="100%" class="BlockHeader"><p align="center" class="tableHeader"><b>Other Articles in the Series</b></p></td> </tr> <tr> <td width="100%" bgcolor="#ffffff"> <table cellpadding="0" cellspacing="0"> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson1">Lesson 1: Single Static Source</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson2">Lesson 2: Looping and Fade-away</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson3">Lesson 3: Multiple Sources</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson4">Lesson 4: A Closer Look at ALC</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson5">Lesson 5: Sources Sharing Buffers</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson6">Lesson 6: Advanced Loading and Error Handles</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson7">Lesson 7: The Doppler Effect</a></td> </tr> </table> </td> </tr> </table> </div> <p>We've been doing some pretty simple stuff up until now that didn't require us to be very precise in the way we've handled things. The reason for this is that we have been writing code for simplicity in order to learn easier, rather that for robustness. Since we are going to move into some advanced stuff soon we will take some time to learn the proper ways. Most importantly we will learn a more advanced way of handling errors. We will also reorganize the way we have been loading audio data. There wasn't anything wrong with our methods in particular, but we will need a more organized and flexible approach to the process. </p> <p> We will first consider a few functions that will help us out a lot by the time we have finished.</p> <pre class="code"><span class="codeComment"> /** * 1) Identify the error code. * 2) Return the error as a string. */ </span> <span class="codeKeyword">public static</span> String getALErrorString(<span class="codeKeyword">int</span> err); <span class="codeComment"> /** * 1) Identify the error code. * 2) Return the error as a string. */ </span> <span class="codeKeyword">public static</span> String getALCErrorString(<span class="codeKeyword">int</span> err); <span class="codeComment"> /** * 1) Creates a buffer. * 2) Loads a wav file into the buffer. * 3) Returns the buffer id. */ </span> <span class="codeKeyword">public static int</span> loadALBuffer(String path); <span class="codeComment"> /** * 1) Checks if file has already been loaded. * 2) If it has been loaded already, return the buffer id. * 3) If it has not been loaded, load it and return buffer id. */ </span> <span class="codeKeyword">public static int</span> getLoadedALBuffer(String path); <span class="codeComment"> /** * 1) Checks if file has already been loaded. * 2) If it has been loaded already, return the buffer id. * 3) If it has not been loaded, load it and return buffer id. */ </span> <span class="codeKeyword">public static int</span> loadALSample(String path, <span class="codeKeyword">boolean</span> loop); <span class="codeComment"> /** * 1) Releases temporary loading phase data. */ </span> <span class="codeKeyword">public static void</span> killALLoadedData(); <span class="codeComment"> /** * 1) Loads all buffers and sources for the application. */ </span> <span class="codeKeyword">public static void</span> loadALData(); <span class="codeComment"> /** * 1) Releases all buffers. * 2) Releases all sources. */ </span> <span class="codeKeyword">public static void</span> killALData(); <span class="codeComment">/** List of loaded files */</span> <span class="codeKeyword">private static</span> ArrayList loadedFiles = <span class="codeKeyword">new</span> ArrayList(); <span class="codeComment">/** List of buffers */</span> <span class="codeKeyword">private static</span> ArrayList buffers = <span class="codeKeyword">new</span> ArrayList(); <span class="codeComment">/** List of sources */</span> <span class="codeKeyword">private static</span> ArrayList sources = <span class="codeKeyword">new</span> ArrayList(); </pre> <p>Take a close look at the functions and try to understand what we are going to be doing. Basically what we are trying to create is a system in which we no longer have to worry about the relationship between buffers and sources. We can call for the creation of a source from a file and this system will handle the buffer's creation on it's own so we don't duplicate a buffer (have two buffers with the same data). This system will handle the buffers as a limited resource, and will handle that resource efficiently.</p> <pre class="code"><span class="codeComment"> /** * 1) Identify the error code. * 2) Return the error as a string. */</span> <span class="codeKeyword">public static</span> String getALErrorString(<span class="codeKeyword">int</span> err) { <span class="codeKeyword">switch</span> (err) { <span class="codeKeyword">case</span> AL10.AL_NO_ERROR: <span class="codeKeyword">return</span> "AL_NO_ERROR"; <span class="codeKeyword">case</span> AL10.AL_INVALID_NAME: <span class="codeKeyword">return</span> "AL_INVALID_NAME"; <span class="codeKeyword">case</span> AL10.AL_INVALID_ENUM: <span class="codeKeyword">return</span> "AL_INVALID_ENUM"; <span class="codeKeyword">case</span> AL10.AL_INVALID_VALUE: <span class="codeKeyword">return</span> "AL_INVALID_VALUE"; <span class="codeKeyword">case</span> AL10.AL_INVALID_OPERATION: <span class="codeKeyword">return</span> "AL_INVALID_OPERATION"; <span class="codeKeyword">case</span> AL10.AL_OUT_OF_MEMORY: <span class="codeKeyword">return</span> "AL_OUT_OF_MEMORY"; <span class="codeKeyword">default</span>: <span class="codeKeyword">return</span> "No such error code"; } } </pre> <p>This function will convert an OpenAL error code to a string so it can be read on the console (or some other device). The OpenAL sdk says that the only exception that needs be looked for in the current version is the 'AL_OUT_OF_MEMORY' error. However, we will account for all the errors so that our code will be up to date with later versions.</p> <pre class="code"><span class="codeComment"> /** * 1) Identify the error code. * 2) Return the error as a string. */ </span> <span class="codeKeyword">public static</span> String getALCErrorString(<span class="codeKeyword">int</span> err) { <span class="codeKeyword">switch</span> (err) { <span class="codeKeyword">case</span> ALC.ALC_NO_ERROR: <span class="codeKeyword">return</span> "AL_NO_ERROR"; <span class="codeKeyword">case</span> ALC.ALC_INVALID_DEVICE: <span class="codeKeyword">return</span> "ALC_INVALID_DEVICE"; <span class="codeKeyword">case</span> ALC.ALC_INVALID_CONTEXT: <span class="codeKeyword">return</span> "ALC_INVALID_CONTEXT"; <span class="codeKeyword">case</span> ALC.ALC_INVALID_ENUM: <span class="codeKeyword">return</span> "ALC_INVALID_ENUM"; <span class="codeKeyword">case</span> ALC.ALC_INVALID_VALUE: <span class="codeKeyword">return</span> "ALC_INVALID_VALUE"; <span class="codeKeyword">case</span> ALC.ALC_OUT_OF_MEMORY: <span class="codeKeyword">return</span> "ALC_OUT_OF_MEMORY"; <span class="codeKeyword">default</span>: <span class="codeKeyword">return</span> "no such error code"; } } </pre> <p>This function will perform a similar task as the previous one accept this one will interpret Alc errors. OpenAL and Alc share common id's, but not common enough and not dissimilar enough to use the same function for both.</p> <p>One more note about the function 'alGetError': The OpenAL sdk defines that it only holds a single error at a time (i.e. there is no stacking). When the function is invoked it will return the first error that it has received, and then clear the error bit to 'AL_NO_ERROR'. In other words an error will only be stored in the error bit if no previous error is already stored there.</p> <pre class="code"> <span class="codeComment">/** * 1) Creates a buffer. * 2) Loads a wav file into the buffer. * 3) Returns the buffer id. */</span> <span class="codeKeyword">public static int</span> loadALBuffer(String path) { int result; IntBuffer buffer = BufferUtils.createIntBuffer(1); <span class="codeComment">// Load wav data into a buffers.</span> AL10.alGenBuffers(buffer); <span class="codeKeyword">if</span> ((result = AL10.alGetError()) != AL10.AL_NO_ERROR) { throw <span class="codeKeyword">new</span> OpenALException(getALErrorString(result)); } WaveData waveFile = WaveData.create(path); <span class="codeKeyword">if</span> (waveFile != <span class="codeKeyword">null</span>) { AL10.alBufferData(buffer.get(0), waveFile.format, waveFile.data, waveFile.samplerate); waveFile.dispose(); } <span class="codeKeyword">else</span> { throw <span class="codeKeyword">new</span> RuntimeException("No such file: " + path); } <span class="codeComment">// Do another error check and return.</span> <span class="codeKeyword">if</span> ((result = AL10.alGetError()) != AL10.AL_NO_ERROR) { throw <span class="codeKeyword">new</span> OpenALException(getALErrorString(result)); } <span class="codeKeyword">return</span> buffer.get(0); } </pre> <p>As you can see we do an error check at every possible phase of the load. Any number of things can happen at this point which will cause an error to be thrown. There could be no more system memory either for the buffer creation or the data to be loaded, the wav file itself may not even exist, or an invalid value can be passed to any one of the OpenAL functions which will generate an error.</p> <pre class="code"> <span class="codeComment">/** * 1) Checks if file has already been loaded. * 2) If it has been loaded already, return the buffer id. * 3) If it has not been loaded, load it and return buffer id. */</span> <span class="codeKeyword">public static int</span> getLoadedALBuffer(String path) { <span class="codeKeyword">int</span> count = 0; <span class="codeKeyword">for</span> (Iterator i = loadedFiles.iterator(); i.hasNext(); count++) { <span class="codeKeyword">if</span> (i.equals(path)) { <span class="codeKeyword">return</span> ((Integer) buffers.get(count)).intValue(); } } int</span> buffer = loadALBuffer(path); buffers.add(new Integer(buffer)); loadedFiles.add(path); <span class="codeKeyword">return</span> buffer; } </pre> <p>This will probably be the piece of code most people have trouble with, but it's really not that complex. We are doing a search through a list which contains the file paths of all the wav's we have loaded so far. If one of the paths matches the one we want to load, we will simply return the id to the buffer we loaded it into the first time. This way as long as we consistently load our files through this function, we will never have buffers wasted due to duplication. Every file loaded this way must also be kept track of with it's own list. The 'buffers' list is parallel to the 'loadedFiles' list. What I mean by this is that every buffer in the index of 'buffers', is the same path of the index in 'loadedFiles' from which that buffer was created.</p> <pre class="code"> <span class="codeComment"> /** * 1) Creates a source. * 2) Calls 'GetLoadedALBuffer' with 'path' and uses the * returned buffer id as it's sources buffer. * 3) Returns the source id. */</span> <span class="codeKeyword">public static int</span> loadALSample(String path, <span class="codeKeyword">boolean</span> loop) { IntBuffer source = BufferUtils.createIntBuffer(1); <span class="codeKeyword">int</span> buffer; <span class="codeKeyword">int</span> result; <span class="codeComment">// Get the files buffer id (load it if necessary).</span> buffer = getLoadedALBuffer(path); <span class="codeComment">// Generate a source.</span> AL10.alGenSources(source); <span class="codeKeyword">if</span> ((result = AL10.alGetError()) != AL10.AL_NO_ERROR) throw <span class="codeKeyword">new</span> OpenALException(getALErrorString(result)); <span class="codeComment">// Setup the source properties.</span> AL10.alSourcei(source.get(0), AL10.AL_BUFFER, buffer ); AL10.alSourcef(source.get(0), AL10.AL_PITCH, 1.0f ); AL10.alSourcef(source.get(0), AL10.AL_GAIN, 1.0f ); AL10.alSource (source.get(0), AL10.AL_POSITION, sourcePos ); AL10.alSource (source.get(0), AL10.AL_VELOCITY, sourceVel ); AL10.alSourcei(source.get(0), AL10.AL_LOOPING, (loop ? AL10.AL_TRUE : AL10.AL_FALSE)); <span class="codeComment">// Save the source id.</span> sources.add(<span class="codeKeyword">new</span> Integer(source.get(0))); <span class="codeComment">// Return the source id.</span> <span class="codeKeyword">return</span> source.get(0); } </pre> <p>Now that we have created a system which will handle the buffers for us, we just need an extension to it that will get the sources. In this code we obtain the result of a search for the file, which is the buffer id that the file was loaded into. This buffer is bound to the new source. We save the source id internally and also return it.</p> <pre class="code"> <span class="codeComment">/** * 1) Releases temporary loading phase data. */</span> <span class="codeKeyword">public static void</span> killALLoadedData() { loadedFiles.clear(); } </pre> <p>The global arraylist 'loadedFiles' stored the file path of every wav file that was loaded into a buffer. It doesn't make sense to keep this data lying around after we have loaded all of our data, so we will dispose of it.</p> <pre class="code"> <span class="codeComment">//Source id's.</span> <span class="codeKeyword">static int</span> phaser1; <span class="codeKeyword">static int</span> phaser2; <span class="codeKeyword">public static void</span> loadALData() { <span class="codeComment">// Anything for your application here. No worrying about buffers.</span> phaser1 = loadALSample("phaser.wav", <span class="codeKeyword">false</span>); phaser2 = loadALSample("phaser.wav", <span class="codeKeyword">true</span>); killALLoadedData(); } </pre> <p>We have seen the function in previous tutorials. It will represent the part of a program which loads all wav's used by the program. In it we can see why our system is useful. Even though we have made a call to load the same wav file into two distinct sources, the buffer for the file 'phaser.wav' will only be created once, and the sources 'gPhaser1' and 'gPhaser2' will both use that buffer for playback. There is no more concern for handling buffers because the system will handle them automatically.</p> <pre class="code"> <span class="codeComment"> /** * 1) Releases all buffers. * 2) Releases all sources. */</span> <span class="codeKeyword">public static void</span> killALData() { IntBuffer scratch = BufferUtils.createIntBuffer(1); <span class="codeComment">// Release all buffer data.</span> <span class="codeKeyword">for</span> (Iterator iter = buffers.iterator(); iter.hasNext();) { scratch.put(0, ((Integer) iter.next()).intValue()); AL10.alDeleteBuffers(scratch); } <span class="codeComment">// Release all source data.</span> <span class="codeKeyword">for</span> (Iterator iter = sources.iterator(); iter.hasNext();) { scratch.put(0, ((Integer) iter.next()).intValue()); AL10.alDeleteSources(scratch); } <span class="codeComment">// Destroy the lists.</span> buffers.clear(); sources.clear(); } </pre> <p>All along we have been storing the buffer and source id's into array lists. We free all the buffers and sources by going through them and releasing them individually. After which we destroy the lists themselves. All we need to do now is catch the OpenAL errors that we have thrown.</p> <pre class="code"> <span class="codeKeyword">try</span> { InitOpenAL(); loadALData(); } <span class="codeKeyword">catch</span> (Exception e) { e.printStackTrace(); } </pre> <p>If something has gone wrong during the course of the load we will be notified of it right away. When we catch the error it will be reported on the console. We can use this for debugging or general error reporting.</p> <p> That's it. A more advanced way of reporting errors, and a more robust way of loading your wav files. We may find we need to do some modifications in the future to allow for more flexibility, but for now we will be using this source for basic file loading in future tutorials. Expect future tutorials to expand on this code.</p> </div> --- NEW FILE: lesson7.php --- <div class="paragraph_item"> <h2>OpenAL Lesson 7: The Doppler Effect</h2> <p class="title" align="center"> Author: <a href="mailto:lig...@ho...">Jesse Maurais</a> | From: <a href="http://www.devmaster.net/articles.php?catID=6" target="_blank">devmaster.net</a><br> Modified for LWJGL by: <a href="mailto:br...@ma...">Brian Matzon</a> </p> <div style="width: 20em; float: right; padding: 10;"><table border="0" bgcolor="#000000" cellpadding="5" cellspacing="1"> <tr> <td width="100%" class="BlockHeader"><p align="center" class="tableHeader"><b>Other Articles in the Series</b></p></td> </tr> <tr> <td width="100%" bgcolor="#ffffff"> <table cellpadding="0" cellspacing="0"> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson1">Lesson 1: Single Static Source</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson2">Lesson 2: Looping and Fade-away</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson3">Lesson 3: Multiple Sources</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson4">Lesson 4: A Closer Look at ALC</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson5">Lesson 5: Sources Sharing Buffers</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson6">Lesson 6: Advanced Loading and Error Handles</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson7">Lesson 7: The Doppler Effect</a></td> </tr> </table> </td> </tr> </table> </div> <p>I know this will be boring review for anyone with a course in high school physics, but lets humour ourselves. The Doppler effect can be a very tricky concept for some people, but it is a logical process, and kind of interesting when you get right down to it. To begin understanding the Doppler effect we first must start to understand what a "sound" really is. Basically a sound is your minds interpretation of a compression wave that is traveling through the air. Whenever the air becomes disturbed it starts a wave which compresses the air particles around it. This wave travels outward from it's point of origin. Consider the following diagram.</p> <p><img border="0" src="images/tutorials/openal/devmaster/sound_waves.jpg" align="left" width="150" height="132">In this diagram (on the left) the big red "S" stands for the sources position, and the big red "L" stands for (you guessed it), the Listener's position. Both source and Listener are not moving. The source is emitting compression waves outward, which are represented in this diagram by the blue circles. The Listener is experiencing the sound exactly as it is being made in this diagram. The Doppler effect is not actually present in this example since there is no motion; the Doppler effect only describes the warping of sound due to motion.</p> <p>What you should try to do is picture this diagram animated. When the source emits a wave (the circles) it will look as though it is growing away from it's point of origin, which is the sources position. A good example of a similar effect is the ripples in a pond. When you throw a pebble into a calm body of water it will emit waves which constantly move away from the point of impact. Believe it or not this occurs from the exact same physical properties. But what does this have to do with the Doppler effect? Check out the next diagram (on the right).</p> <p> <img border="0" src="images/tutorials/openal/devmaster/doppler_effect.jpg" align="right" width="150" height="132">Wow, what's going on here? The source is now in motion, indicated by the little red arrow. In fact the source is now moving towards the Listener with an implied velocity. Notice particularly that the waves (circles) are being displaced inside each other. The displacement follows the approximate path of the source which emits them. This is the key to the Doppler effect. Essentially what has happened is that the source has emitted a wave at different points in it's path of travel. The waves it emits do not move with it, but continue on their own path of travel from the point they were emitted.</p> <p>So how does this effect the perceived sound by the Listener? Well, notice too in the last diagram that the waves (circles) that are between the source and the Listener are kind of compressed together. This will cause the sound waves to run together, which in turn causes the perceived sound seem like it's faster. What we are talking about here is frequency. The distances between the waves effects the frequency of the sound. When the source that emits the sound is in motion, it causes a change in frequency. You may notice too that distance between the waves varies at different points in space. For example, on the opposite side of the moving source (anywhere along the previous path of travel) the distances are actually wider, so the frequency will be lower (the distance and frequency have an inverse relationship). What this implies is that the frequency perceived by the Listener is relative to where the Listener is standing. </p> <p>The motion of the Listener can also affect the frequency. This one is a little harder to picture though. If the source is still, and the Listener is moving toward the source, then the perceived frequency by the Listener will be warped in the same exact manner that we described for the moving source. </p> <p>If you still have trouble picturing this, consider the following two diagrams:</p> <p align="center"><img border="0" src="images/tutorials/openal/devmaster/sin_wave.jpg" width="255" height="135"> <img border="0" src="images/tutorials/openal/devmaster/compress_sin_wave.jpg" width="255" height="135"></p> <p>These two diagrams will represent the sound in the form of a sine wave. Look at the first one. Think of the peaks as the instance of the wave. The very top point of the wave will be the same as the instance of the blue circle in the previous set of diagrams. The valleys will be like the spaces in between the blue circles. The second diagram represents a compressed wave. When you compare the two you will notice an obvious difference. The second diagram simply has more wave occurrences in the same amount of space. Other ways of saying this are that they occur more often, with a greater regularity, or with a greater frequency. </p> <p>For anyone who is interested in some added information: The velocity of the waves is the speed of sound. If the velocity of the source is greater than that of the wave, then the source is breaking the sound barrier.</p> <h1>The Physics of OpenAL</h1> <p>Ok, either you have understood my ramblings on the Doppler effect from above, or you have skipped it because you already have full knowledge of the Doppler effect and just want to know how it effects the OpenAL rendering pipeline. I think the best start to his section will be to quote the OpenAL spec directly:</p> <blockquote> <p><i>"The Doppler Effect depends on the velocities of Source and Listener relative to the medium, and the propagation speed of sound in that medium." - chapter 3, subsection 7"</i></p> </blockquote> <p>We can take this to mean that there are 3 factors which are going to affect the final frequency of the sound heard by the Listener. These factors are the velocity of the source, the velocity of the Listener, and a predefined speed of sound. </p> <p>When we refer to a "medium", what we mean is the kind of material that both the source and Listener are "in". For example, sounds that are heard from underwater are much different than sounds that are heard in the open air. Air and water are examples of different mediums. The reason that sound is so different between these mediums has to do with the particle density. As we said before, sound is nothing but the motion of particles in the air. In a medium with a much greater particle density the sound will be much different because the particles are in closer contact. When they are in closer contact it allows for the wave to travel much better. As an example of the opposite, think of outer space. In outer space there is an extremely low particle density. In fact there is only a few very light particles (mostly hydrogen) scattered about. This is why no sound can be heard from space. </p> <p>Ok, lets get back on topic. OpenAL calculates the Doppler effect internally for us, so we need only define a few parameters that will effect the calculation. We would do this in case we don't want a realistic rendering. Rather if want to exaggerate or deemphasize the effect. The calculation goes like this.</p> <p><span class="codeNormal"> shift = DOPPLER_FACTOR * freq * (DOPPLER_VELOCITY - l.velocity) / (DOPPLER_VELOCITY + s.velocity)</span></p> <p>Constants are written in all caps to differentiate. The "l" and "s" variables are the Listener and source respectively. "freq" is the initial unaltered frequency of the emitting wave, and "shift" is the altered frequency of the wave. The term "shift" is the proper way to address the altered frequency and will be used from now on. This final shifted frequency will be sampled by OpenAL for all audio streaming that is affected. </p> <p>We already know that we can define the velocity of both source and Listener by using the 'AL_VELOCITY' field to 'alListenerfv' and 'alSourcefv'. The 'freq' parameter comes straight from the buffer properties when it was loaded from file. To set the constant values the following functions are provided for us.</p> <pre class="code"><span class="codeKeyword">public static native void</span> alDopplerFactor(<span class="codeKeyword">float</span> value); <span class="codeKeyword">public static native void</span> alDopplerVelocity(<span class="codeKeyword">float</span> value); </pre> <p>For 'alDopplerFactor' any non-negative value will suffice. Passing a negative value will raise an error of 'AL_INVALID_VALUE', and the whole command will be ignored. Passing zero is a perfectly valid argument. Doing this will disable the Doppler effect and may in fact help overall performance (but won't be as realistic). The effect of the Doppler factor will directly change the magnitude of the equation. A value of 1.0 will not change the effect at all. Passing anything between 0.0 and 1.0 will minimize the Doppler effect, and anything greater than 1.0 will maximize the effect. </p> <p>For 'alDopplerVelocity' any non-negative non-zero value will suffice. Passing either a negative or a zero will raise an error of 'AL_INVALID_VALUE', and the whole command will be ignored. The Doppler velocity is essentially the speed of sound. Setting this will be like setting how fast sound can move through the medium. OpenAL has no sense of medium, but setting the velocity will give the effect of a medium. OpenAL also has no sense of units (kilometer, miles, parsecs), so keep that in mind when you set this value so it is consistent with all other notions of units that you have defined.</p> </div> --- NEW FILE: lesson2.zip --- (This appears to be a binary file; contents omitted.) --- NEW FILE: lesson2.php --- <div class="paragraph_item"> <h2>Looping and Fade-away: Lesson 2</h2> <p class="title" align="center"> Author: <a href="mailto:lig...@ho...">Jesse Maurais</a> | From: <a href="http://www.devmaster.net/articles.php?catID=6" target="_blank">devmaster.net</a><br> Modified for LWJGL by: <a href="mailto:br...@ma...">Brian Matzon</a> </p> <div style="width: 20em; float: right; padding: 10;"><table border="0" bgcolor="#000000" cellpadding="5" cellspacing="1"> <tr> <td width="100%" class="BlockHeader"><p align="center" class="tableHeader"><b>Other Articles in the Series</b></p></td> </tr> <tr> <td width="100%" bgcolor="#ffffff"> <table cellpadding="0" cellspacing="0"> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson1">Lesson 1: Single Static Source</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson2">Lesson 2: Looping and Fade-away</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson3">Lesson 3: Multiple Sources</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson4">Lesson 4: A Closer Look at ALC</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson5">Lesson 5: Sources Sharing Buffers</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson6">Lesson 6: Advanced Loading and Error Handles</a></td> </tr> <tr> <td width="10%" align="center">*</td> <td width="90%" class="ArticleDesc"> <a href="documentation.php?page=tutorials/openal/devmaster/lesson7">Lesson 7: The Doppler Effect</a></td> </tr> </table> </td> </tr> </table> </div> <p>Hope you found the last tutorial of some use. I know I did. This will be a real quick and easy tutorial. It won't get too much more complicated at this point.</p> <pre class="code"> <span class="codeKeyword">import</span> java.io.IOException; <span class="codeKeyword">import</span> java.nio.FloatBuffer; <span class="codeKeyword">import</span> java.nio.IntBuffer; <span class="codeKeyword">import</span> org.lwjgl.BufferUtils; <span class="codeKeyword">import</span> org.lwjgl.LWJGLException; <span class="codeKeyword">import</span> org.lwjgl.openal.AL; <span class="codeKeyword">import</span> org.lwjgl.openal.AL10; <span class="codeKeyword">import</span> org.lwjgl.test.openal.WaveData; <span class="codeKeyword">public class</span> Lesson2 { <span class="codeComment"> /** Buffers hold sound data. */</span> IntBuffer buffer = BufferUtils.createIntBuffer(1); <span class="codeComment"> /** Sources are points emitting sound. */</span> IntBuffer source = BufferUtils.createIntBuffer(1); <span class="codeComment"> /** Position of the source sound. */</span> FloatBuffer sourcePos = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.0f }); <span class="codeComment"> /** Velocity of the source sound. */</span> FloatBuffer sourceVel = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.1f }); <span class="codeComment"> /** Position of the listener. */</span> FloatBuffer listenerPos = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.0f }); <span class="codeComment"> /** Velocity of the listener. */</span> FloatBuffer listenerVel = BufferUtils.createFloatBuffer(3).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, 0.0f }); <span class="codeComment"> /** Orientation of the listener. (first 3 elements are "at", second 3 are "up") */</span> FloatBuffer listenerOri = BufferUtils.createFloatBuffer(6).put(<span class="codeKeyword">new</span> float[] { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f }); </pre> <p>There is only one change in the code since the last tutorial in this fist section. It is that we altered the sources velocity. It's 'z' field is now 0.1.</p> <pre class="code"><span class="codeComment"> /** * boolean LoadALData() * * This function will load our sample data from the disk using the Alut * utility and send the data into OpenAL as a buffer. A source is then * also created to play that buffer. */</span> <span class="codeKeyword">int</span> loadALData() { <span class="codeComment"> // Load wav data into a buffer.</span> AL10.alGenBuffers(buffer); <span class="codeKeyword">if</span>(AL10.alGetError() != AL10.AL_NO_ERROR) <span class="codeKeyword">return</span> AL10.AL_FALSE; WaveData waveFile = WaveData.create("Footsteps.wav"); AL10.alBufferData(buffer.get(0), waveFile.format, waveFile.data, waveFile.samplerate); waveFile.dispose(); <span class="codeComment">// Bind the buffer with the source.</span> AL10.alGenSources(source); <span class="codeKeyword">if</span> (AL10.alGetError() != AL10.AL_NO_ERROR) ... [truncated message content] |
From: Brian M. <ma...@us...> - 2004-06-21 21:55:29
|
Update of /cvsroot/java-game-lib/LWJGL/www In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv2559 Modified Files: default.css documentation.php Log Message: devmaster OpenAL tutorials Index: documentation.php =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/documentation.php,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- documentation.php 4 Apr 2004 10:24:39 -0000 1.2 +++ documentation.php 21 Jun 2004 21:55:20 -0000 1.3 @@ -3,19 +3,30 @@ printHeader(null, null); printMenu("documentation"); + + if(isset($HTTP_GET_VARS['page'])) { + $page = $HTTP_GET_VARS['page'] . ".php"; + if (file_exists($page) AND !preg_match("#^\.\./#", $page)) { + include($page); + } else { + echo "<p align=\"center\">You have reached this page because of an error. Please contact <a href=\"mailto:in...@lw...\">in...@lw...</a> and report the error.</p>"; + } + } else { ?> <!-- Introduction --> <div class="paragraph_item"> <h2>Documentation</h2> <p> - Here you will find documentation for LWJGL. Currently only javadoc is available. + Here you will find documentation for LWJGL. You are encouraged to submit tutorials for fame and glory! </p> <p> - <a href="/https/sourceforge.net/javadoc" target="_blank">LWJGL javadoc</a> + <a href="/https/sourceforge.net/javadoc" target="_blank">LWJGL javadoc</a><br><br> + <a href="?page=tutorials/openal/devmaster/lesson1">Using OpenAL</a> </p> </div> <?php + } printFooter(); ?> \ No newline at end of file Index: default.css =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/default.css,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- default.css 30 Mar 2004 17:18:35 -0000 1.1 +++ default.css 21 Jun 2004 21:55:20 -0000 1.2 @@ -131,4 +131,145 @@ div.faq_item { margin-left: 1em; +} + +/* DEVMASTER */ +.codeNormal { font-family: Courier New; font-size: 10pt; } +.codeKeyword { font-family: Courier New; color: #0000FF; font-size: 10pt } +.codeComment { color: #008000; font-family: Courier New; font-size: 10pt } +.code { + margin-left: 1em; + background: #FAFAFA; + border: 1px solid #888888; + font-family: Courier New; + color: #000000; + font-size: 10pt; + height: auto; + width: 790px; + padding: 3px +} + +.codeFixed { + margin-left: 1em; + background: #FFFFFF; + border: solid #888888 1px; + font-family: Courier New; + color: black; + font-size: 10pt; + height: 250px; + width: 790px; + overflow: auto; + padding: 3px; +} + +.BoxHeader { + font-weight: bold; + font-size: 8pt; + color: white; + font-family: Tahoma, Sans-serif; + background-color: #306090; +} + +A.BoxHeader { + color: white; + background-color: #306090; + text-decoration: none; +} + +A.BoxHeader:hover { + color: white; + background-color: #306090; + text-decoration: underline; +} + +.SmallText { + font-size: 8pt; + font-family: Tahoma, Sans-serif; +} + +.SmallText2 { + font-size: 8pt; + line-height: 14pt; + font-family: Tahoma, Sans-serif; +} + +.NewsHeader { + font-weight: bold; + font-size: 12pt; + font-family: Tahoma, Sans-serif; +} + +.Headline { + font-weight: bold; + font-size: 12pt; + font-family: Verdana, Sans-serif; +} + +.ArticleHdr { + font-weight: bold; + font-size: 12pt; + font-family: Tahoma, Sans-serif; +} + +.Heading { + font-weight: bold; + font-size: 12pt; + color: #00006f; + letter-spacing: 0.1em; + background-color: transparent; +} + +.NewsStd { + background-color: #f0f0f0; +} + +.NewsNew { + background-color: #d0d0d0; +} + +.NewsAuthor { + font-size: 8pt; + color: #6f6f6f; + font-family: Tahoma, Sans-serif; + background-color: transparent; +} + +.BlockHeader { + background-color: #0053A6; +} + +.tableHeader { + font-family: Tahoma; + font-size: 10pt; + color: #FFFFFF; +} + +.NormLink { + color: black; + text-decoration: none; +} + +:hover.NormLink { + color: black; + text-decoration: underline; +} + +.ArticleDesc { + font-size: 8pt; +} + +.ArticleTitle { + font-family: Verdana; + font-size: 18pt; + font-weight: bold; + text-align: center; + color:#000080; +} + +.ArticleAuthor { + font-family: Verdana; + font-size: 10pt; + font-weight: bold; + text-align: center; + color:#6f6f6f; } \ No newline at end of file |
From: Brian M. <ma...@us...> - 2004-06-21 21:55:29
|
Update of /cvsroot/java-game-lib/LWJGL/www/images/tutorials/openal/devmaster In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv2559/images/tutorials/openal/devmaster Added Files: compress_sin_wave.jpg doppler_effect.jpg sin_wave.jpg sound_waves.jpg Log Message: devmaster OpenAL tutorials --- NEW FILE: sin_wave.jpg --- (This appears to be a binary file; contents omitted.) --- NEW FILE: sound_waves.jpg --- (This appears to be a binary file; contents omitted.) --- NEW FILE: doppler_effect.jpg --- (This appears to be a binary file; contents omitted.) --- NEW FILE: compress_sin_wave.jpg --- (This appears to be a binary file; contents omitted.) |
From: Brian M. <ma...@us...> - 2004-06-21 21:53:13
|
Update of /cvsroot/java-game-lib/LWJGL/www/include In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv1418 Modified Files: default.php Log Message: updated jnlp Index: default.php =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/include/default.php,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- default.php 29 Apr 2004 20:52:06 -0000 1.3 +++ default.php 21 Jun 2004 21:53:04 -0000 1.4 @@ -11,7 +11,7 @@ "forum", "http://forum.lwjgl.org/", "_blank", "faq", "faq.php", "_top", "projects", "projects.php", "_top", -// "demos", "demos.php", "_top", + "demos", "demos.php", "_top", "license", "license.php", "_top", "contact", "contact.php", "_top", "credits", "credits.php", "_top"); |
From: Brian M. <ma...@us...> - 2004-06-21 21:52:21
|
Update of /cvsroot/java-game-lib/LWJGL/www In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv623 Modified Files: demos.php Log Message: updated jnlp Index: demos.php =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/demos.php,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- demos.php 4 Apr 2004 10:24:40 -0000 1.2 +++ demos.php 21 Jun 2004 21:52:11 -0000 1.3 @@ -8,48 +8,60 @@ <!-- Introduction --> <div class="paragraph_item"> <h2>Demos</h2> + <p>This is the Space Invaders originally by Kevin Glass (<a href="http://www.cokeandcode.com/info/tut2d-4.html" target="_blank">http://www.cokeandcode.com/info/tut2d-4.html</a>)</p> + <p><b>Space Invaders</b></p> + <pre> + Game [<a href="jnlp/lwjgl-demo.php/examples.spaceinvaders.Game">launch</a> | <a href="jnlp/source.php?path=examples/spaceinvaders/Game.java" target="_blank">source</a>] + </pre> + </p> <p>The following is a list of webstartable demos of LWJGL, all from the <code>org.lwjgl.test.*</code> package</p> <p><b>Input</b></p> - <p><pre> - ControllerCreationTest [<a href="jnlp/lwjgl-demo.php/input.ControllerCreationTest">launch</a> | <a href="jnlp/source.php?path=input/ControllerCreationTest.java" target="_blank">source</a>] - ControllerTest [<a href="jnlp/lwjgl-demo.php/input.ControllerTest">launch</a> | <a href="jnlp/source.php?path=input/ControllerTest.java" target="_blank">source</a>] - HWCursorTest [<a href="jnlp/lwjgl-demo.php/input.HWCursorTest">launch</a> | <a href="jnlp/source.php?path=input/HWCursorTest.java" target="_blank">source</a>] - KeyboardTest [<a href="jnlp/lwjgl-demo.php/input.KeyboardTest">launch</a> | <a href="jnlp/source.php?path=input/KeyboardTest.java" target="_blank">source</a>] - MouseCreationTest [<a href="jnlp/lwjgl-demo.php/input.MouseCreationTest">launch</a> | <a href="jnlp/source.php?path=input/MouseCreationTest.java" target="_blank">source</a>] - MouseTest [<a href="jnlp/lwjgl-demo.php/input.MouseTest">launch</a> | <a href="jnlp/source.php?path=input/MouseTest.java" target="_blank">source</a>]</pre> + <p> + <pre> + ControllerCreationTest [<a href="jnlp/lwjgl-demo.php/test.input.ControllerCreationTest">launch</a> | <a href="jnlp/source.php?path=test/input/ControllerCreationTest.java" target="_blank">source</a>] + ControllerFieldTest [<a href="jnlp/lwjgl-demo.php/test.input.ControllerFieldTest">launch</a> | <a href="jnlp/source.php?path=test/input/ControllerFieldTest.java" target="_blank">source</a>] + ControllerTest [<a href="jnlp/lwjgl-demo.php/test.input.ControllerTest">launch</a> | <a href="jnlp/source.php?path=test/input/ControllerTest.java" target="_blank">source</a>] + HWCursorTest [<a href="jnlp/lwjgl-demo.php/test.input.HWCursorTest">launch</a> | <a href="jnlp/source.php?path=test/input/HWCursorTest.java" target="_blank">source</a>] + KeyboardTest [<a href="jnlp/lwjgl-demo.php/test.input.KeyboardTest">launch</a> | <a href="jnlp/source.php?path=test/input/KeyboardTest.java" target="_blank">source</a>] + MouseCreationTest [<a href="jnlp/lwjgl-demo.php/test.input.MouseCreationTest">launch</a> | <a href="jnlp/source.php?path=test/input/MouseCreationTest.java" target="_blank">source</a>] + MouseTest [<a href="jnlp/lwjgl-demo.php/test.input.MouseTest">launch</a> | <a href="jnlp/source.php?path=test/input/MouseTest.java" target="_blank">source</a>] + </pre> </p> - <p><b>OpenAL</b></p> - <p><pre> - ALCTest [<a href="jnlp/lwjgl-demo.php/openal.ALCTest">launch</a> | <a href="jnlp/source.php?path=openal/ALCTest.java" target="_blank">source</a>] - PositionTest [<a href="jnlp/lwjgl-demo.php/openal.PositionTest">launch</a> | <a href="jnlp/source.php?path=openal/PositionTest.java" target="_blank">source</a>] - EAXTest [<a href="jnlp/lwjgl-demo.php/openal.EAXTest">launch</a> | <a href="jnlp/source.php?path=openal/EAXTest.java" target="_blank">source</a>] - MovingSoundTest [<a href="jnlp/lwjgl-demo.php/openal.MovingSoundTest">launch</a> | <a href="jnlp/source.php?path=openal/MovingSoundTest.java" target="_blank">source</a>] - OpenALCreationTest [<a href="jnlp/lwjgl-demo.php/openal.OpenALCreationTest">launch</a> | <a href="jnlp/source.php?path=openal/OpenALCreationTest.java" target="_blank">source</a>] - PlayTest [<a href="jnlp/lwjgl-demo.php/openal.PlayTest">launch</a> | <a href="jnlp/source.php?path=openal/PlayTest.java" target="_blank">source</a>] - PlayTestMemory [<a href="jnlp/lwjgl-demo.php/openal.PlayTestMemory">launch</a> | <a href="jnlp/source.php?path=openal/PlayTestMemory.java" target="_blank">source</a>] - SourceLimitTest [<a href="jnlp/lwjgl-demo.php/openal.SourceLimitTest">launch</a> | <a href="jnlp/source.php?path=openal/SourceLimitTest.java" target="_blank">source</a>] - StressTest [<a href="jnlp/lwjgl-demo.php/openal.StressTest">launch</a> | <a href="jnlp/source.php?path=openal/StressTest.java" target="_blank">source</a>]</pre> - </p> - + <p> + <pre> + ALCTest [<a href="jnlp/lwjgl-demo.php/test.openal.ALCTest">launch</a> | <a href="jnlp/source.php?path=test/openal/ALCTest.java" target="_blank">source</a>] + EAXTest [<a href="jnlp/lwjgl-demo.php/test.openal.EAXTest">launch</a> | <a href="jnlp/source.php?path=test/openal/EAXTest.java" target="_blank">source</a>] + MovingSoundTest [<a href="jnlp/lwjgl-demo.php/test.openal.MovingSoundTest">launch</a> | <a href="jnlp/source.php?path=test/openal/MovingSoundTest.java" target="_blank">source</a>] + OpenALCreationTest [<a href="jnlp/lwjgl-demo.php/test.openal.OpenALCreationTest">launch</a> | <a href="jnlp/source.php?path=test/openal/OpenALCreationTest.java" target="_blank">source</a>] + PlayTest [<a href="jnlp/lwjgl-demo.php/test.openal.PlayTest">launch</a> | <a href="jnlp/source.php?path=test/openal/PlayTest.java" target="_blank">source</a>] + PlayTestMemory [<a href="jnlp/lwjgl-demo.php/test.openal.PlayTestMemory">launch</a> | <a href="jnlp/source.php?path=test/openal/PlayTestMemory.java" target="_blank">source</a>] + PositionTest [<a href="jnlp/lwjgl-demo.php/test.openal.PositionTest">launch</a> | <a href="jnlp/source.php?path=test/openal/PositionTest.java" target="_blank">source</a>] + SourceLimitTest [<a href="jnlp/lwjgl-demo.php/test.openal.SourceLimitTest">launch</a> | <a href="jnlp/source.php?path=test/openal/SourceLimitTest.java" target="_blank">source</a>] + StressTest [<a href="jnlp/lwjgl-demo.php/test.openal.StressTest">launch</a> | <a href="jnlp/source.php?path=test/openal/StressTest.java" target="_blank">source</a>] + </pre> + </p> <p><b>OpenGL</b></p> - <p><pre> - FullScreenWindowedTest [<a href="jnlp/lwjgl-demo.php/opengl.FullScreenWindowedTest">launch</a> | <a href="jnlp/source.php?path=opengl/FullScreenWindowedTest.java" target="_blank">source</a>] - Game [<a href="jnlp/lwjgl-demo.php/opengl.Game">launch</a> | <a href="jnlp/source.php?path=opengl/Game.java" target="_blank">source</a>] - Grass [<a href="jnlp/lwjgl-demo.php/opengl.Grass">launch</a> | <a href="jnlp/source.php?path=opengl/Grass.java" target="_blank">source</a>] - PbufferTest [<a href="jnlp/lwjgl-demo.php/opengl.PbufferTest">launch</a> | <a href="jnlp/source.php?path=opengl/PbufferTest.java" target="_blank">source</a>] - VBOIndexTest [<a href="jnlp/lwjgl-demo.php/opengl.VBOIndexTest">launch</a> | <a href="jnlp/source.php?path=opengl/VBOIndexTest.java" target="_blank">source</a>] - VBOTest [<a href="jnlp/lwjgl-demo.php/opengl.VBOTest">launch</a> | <a href="jnlp/source.php?path=opengl/VBOTest.java" target="_blank">source</a>]</pre> + <p> + <pre> + FullScreenWindowedTest [<a href="jnlp/lwjgl-demo.php/test.opengl.FullScreenWindowedTest">launch</a> | <a href="jnlp/source.php?path=test/opengl/FullScreenWindowedTest.java" target="_blank">source</a>] + Game [<a href="jnlp/lwjgl-demo.php/test.opengl.Game">launch</a> | <a href="jnlp/source.php?path=test/opengl/Game.java" target="_blank">source</a>] + Grass [<a href="jnlp/lwjgl-demo.php/test.opengl.Grass">launch</a> | <a href="jnlp/source.php?path=test/opengl/Grass.java" target="_blank">source</a>] + PbufferTest [<a href="jnlp/lwjgl-demo.php/test.opengl.PbufferTest">launch</a> | <a href="jnlp/source.php?path=test/opengl/PbufferTest.java" target="_blank">source</a>] + VBOIndexTest [<a href="jnlp/lwjgl-demo.php/test.opengl.VBOIndexTest">launch</a> | <a href="jnlp/source.php?path=test/opengl/VBOIndexTest.java" target="_blank">source</a>] + VBOTest [<a href="jnlp/lwjgl-demo.php/test.opengl.VBOTest">launch</a> | <a href="jnlp/source.php?path=test/opengl/VBOTest.java" target="_blank">source</a>] + </pre> </p> - <p><b>org.lwjgl</b></p> - <p><pre> - SysTest [<a href="jnlp/lwjgl-demo.php/SysTest">launch</a> | <a href="jnlp/source.php?path=SysTest.java" target="_blank">source</a>] - DisplayTest [<a href="jnlp/lwjgl-demo.php/DisplayTest">launch</a> | <a href="jnlp/source.php?path=DisplayTest.java" target="_blank">source</a>] - WindowCreationTest [<a href="jnlp/lwjgl-demo.php/WindowCreationTest">launch</a> | <a href="jnlp/source.php?path=WindowCreationTest.java" target="_blank">source</a>]</pre> + <p> + <pre> + SysTest [<a href="jnlp/lwjgl-demo.php/test.SysTest">launch</a> | <a href="jnlp/source.php?path=test/SysTest.java" target="_blank">source</a>] + DisplayTest [<a href="jnlp/lwjgl-demo.php/test.DisplayTest">launch</a> | <a href="jnlp/source.php?path=test/DisplayTest.java" target="_blank">source</a>] + WindowCreationTest [<a href="jnlp/lwjgl-demo.php/test.WindowCreationTest">launch</a> | <a href="jnlp/source.php?path=test/WindowCreationTest.java" target="_blank">source</a>] + </pre> </p> </div> - + <?php printFooter(); ?> \ No newline at end of file |
From: Brian M. <ma...@us...> - 2004-06-21 21:51:32
|
Update of /cvsroot/java-game-lib/LWJGL/www/jnlp In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv31507 Modified Files: lwjgl-demo.php source.php lwjgl-windows.jar lwjgl.jar lwjgl_test.jar lwjglaudio-windows.jar Added Files: lwjgl_fmod3.jar lwjgl_media.jar lwjgl_util.jar lwjglfmod3-windows.jar Log Message: updated jnlp --- NEW FILE: lwjglfmod3-windows.jar --- (This appears to be a binary file; contents omitted.) Index: lwjgl-windows.jar =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/jnlp/lwjgl-windows.jar,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 Binary files /tmp/cvs0jEFy3 and /tmp/cvs82eC8o differ --- NEW FILE: lwjgl_util.jar --- (This appears to be a binary file; contents omitted.) Index: lwjgl-demo.php =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/jnlp/lwjgl-demo.php,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- lwjgl-demo.php 30 Mar 2004 17:18:41 -0000 1.1 +++ lwjgl-demo.php 21 Jun 2004 21:51:22 -0000 1.2 @@ -10,7 +10,7 @@ <information> <title>LWJGL Demo [<?php echo substr($_SERVER["PATH_INFO"], 1, strlen($_SERVER["PATH_INFO"])-1); ?>]</title> <vendor>LWJGL</vendor> - <homepage href="http://lwjgl.orgt/"/> + <homepage href="http://lwjgl.org/"/> <description>Demonstration of LWJGL</description> <description kind="short">Technology Preview</description> <offline-allowed/> @@ -20,25 +20,24 @@ </security> <resources> <j2se version="1.4+"/> -<?php - if (strpos($_SERVER["PATH_INFO"], "openal") > -1 || - strpos($_SERVER["PATH_INFO"], "opengl") > -1) { - echo " <jar href=\"lwjgl-media.jar\"/>"; - } -?> <jar href="lwjgl.jar"/> <jar href="lwjgl_test.jar" main="true"/> + <jar href="lwjgl_util.jar"/> + <jar href="lwjgl_fmod3.jar"/> + <jar href="lwjgl_media.jar"/> </resources> <resources os="Windows"> <j2se version="1.4+"/> <nativelib href="lwjgl-windows.jar"/> <nativelib href="lwjglaudio-windows.jar"/> + <nativelib href="lwjglfmod3-windows.jar"/>"; </resources> <resources os="Linux" arch="i386"> <j2se version="1.4+"/> - <nativelib href="lwjgl-rh8-9.jar"/> - <nativelib href="openal-rh8-9.jar"/> + <nativelib href="lwjgl-linux.jar"/> + <nativelib href="lwjglaudio-linux.jar"/> + <nativelib href="lwjglfmod3-linux.jar"/>"; </resources> <!--<property key="java.library.path" value="." />--> - <application-desc main-class="org.lwjgl.test.<?php echo substr($_SERVER["PATH_INFO"], 1, strlen($_SERVER["PATH_INFO"])-1); ?>"/> + <application-desc main-class="org.lwjgl.<?php echo substr($_SERVER["PATH_INFO"], 1, strlen($_SERVER["PATH_INFO"])-1); ?>"/> </jnlp> \ No newline at end of file --- NEW FILE: lwjgl_fmod3.jar --- (This appears to be a binary file; contents omitted.) --- NEW FILE: lwjgl_media.jar --- (This appears to be a binary file; contents omitted.) Index: lwjgl.jar =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/jnlp/lwjgl.jar,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 Binary files /tmp/cvsG5tXEf and /tmp/cvsHkMgmB differ Index: source.php =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/jnlp/source.php,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- source.php 30 Mar 2004 17:18:41 -0000 1.1 +++ source.php 21 Jun 2004 21:51:22 -0000 1.2 @@ -1,4 +1,4 @@ <?php - header("Location: http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/java-game-lib/LWJGL/src/java/org/lwjgl/test/" . $_GET['path'] . "?rev=HEAD&content-type=text/vnd.viewcvs-markup"); + header("Location: http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/java-game-lib/LWJGL/src/java/org/lwjgl/" . $_GET['path'] . "?rev=HEAD&content-type=text/vnd.viewcvs-markup"); exit; ?> \ No newline at end of file Index: lwjgl_test.jar =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/jnlp/lwjgl_test.jar,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 Binary files /tmp/cvs1Ikihs and /tmp/cvslU9J5N differ Index: lwjglaudio-windows.jar =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/www/jnlp/lwjglaudio-windows.jar,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 Binary files /tmp/cvskSY8Rv and /tmp/cvsn8apKR differ |
From: Brian M. <ma...@us...> - 2004-06-21 21:48:33
|
Update of /cvsroot/java-game-lib/LWJGL/www/tutorials/openal/devmaster In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv29420/devmaster Log Message: Directory /cvsroot/java-game-lib/LWJGL/www/tutorials/openal/devmaster added to the repository |
From: Brian M. <ma...@us...> - 2004-06-21 21:48:22
|
Update of /cvsroot/java-game-lib/LWJGL/www/tutorials/openal In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv29199/openal Log Message: Directory /cvsroot/java-game-lib/LWJGL/www/tutorials/openal added to the repository |
From: Brian M. <ma...@us...> - 2004-06-21 21:48:05
|
Update of /cvsroot/java-game-lib/LWJGL/www/tutorials In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv29063/tutorials Log Message: Directory /cvsroot/java-game-lib/LWJGL/www/tutorials added to the repository |
From: Brian M. <ma...@us...> - 2004-06-21 21:47:37
|
Update of /cvsroot/java-game-lib/LWJGL/www/images/tutorials/openal/devmaster In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv28692/devmaster Log Message: Directory /cvsroot/java-game-lib/LWJGL/www/images/tutorials/openal/devmaster added to the repository |
From: Brian M. <ma...@us...> - 2004-06-21 21:47:23
|
Update of /cvsroot/java-game-lib/LWJGL/www/images/tutorials/openal In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv28535/openal Log Message: Directory /cvsroot/java-game-lib/LWJGL/www/images/tutorials/openal added to the repository |
From: Brian M. <ma...@us...> - 2004-06-21 21:47:10
|
Update of /cvsroot/java-game-lib/LWJGL/www/images/tutorials In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv28312/tutorials Log Message: Directory /cvsroot/java-game-lib/LWJGL/www/images/tutorials added to the repository |
From: Caspian Rychlik-P. <ci...@us...> - 2004-06-17 21:44:30
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/util/vector In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv3282/src/java/org/lwjgl/util/vector Modified Files: Quaternion.java Log Message: Index: Quaternion.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/util/vector/Quaternion.java,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- Quaternion.java 17 Jun 2004 21:42:45 -0000 1.1 +++ Quaternion.java 17 Jun 2004 21:44:20 -0000 1.2 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2003 Shaven Puppy Ltd + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,9 +13,9 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Shaven Puppy' nor the names of its contributors - * may be used to endorse or promote products derived from this software - * without specific prior written permission. + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
From: Caspian Rychlik-P. <ci...@us...> - 2004-06-17 21:42:54
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/util/vector In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv2250/src/java/org/lwjgl/util/vector Added Files: Quaternion.java Log Message: New quaternion class courtesy of fbi --- NEW FILE: Quaternion.java --- /* * Copyright (c) 2003 Shaven Puppy Ltd * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'Shaven Puppy' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.util.vector; /** * $Id: Quaternion.java,v 1.1 2004/06/17 21:42:45 cix_foo Exp $ * * Quaternions for LWJGL! * * @author fbi * @version $Revision: 1.1 $ */ import java.nio.FloatBuffer; public class Quaternion extends Vector implements ReadableVector4f { private float x, y, z, w; /** * C'tor */ public Quaternion() { super(); } /** * C'tor * * @param src */ public Quaternion(ReadableVector4f src) { set(src); } /** * C'tor * * @param x, * y, z, w */ public Quaternion(float x, float y, float z, float w) { set(x, y, z, w); } /* * (non-Javadoc) * * @see org.lwjgl.util.vector.WritableVector2f#set(float, float) */ public void set(float x, float y) { this.x = x; this.y = y; } /* * (non-Javadoc) * * @see org.lwjgl.util.vector.WritableVector3f#set(float, float, float) */ public void set(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } /* * (non-Javadoc) * * @see org.lwjgl.util.vector.WritableVector4f#set(float, float, float, * float) */ public void set(float x, float y, float z, float w) { this.x = x; this.y = y; this.z = z; this.w = w; } /** * Load from another Vector4f * * @param src * The source vector * @return this */ public Quaternion set(ReadableVector4f src) { x = src.getX(); y = src.getY(); z = src.getZ(); w = src.getW(); return this; } /** * @return the length squared of the quaternion */ public float lengthSquared() { return x * x + y * y + z * z + w * w; } /** * Normalise this vector and place the result in another vector. * * @param dest * The destination vector, or null if a new vector is to be * created * @return the normalised vector */ public Quaternion normalise(Quaternion dest) { float l = length(); if (dest == null) dest = new Quaternion(x / l, y / l, z / l, w / l); else dest.set(x / l, y / l, z / l, w / l); return dest; } /** * The dot product of two quaternions * * @param left * The LHS quat * @param right * The RHS quat * @return left dot right */ public static float dot(Quaternion left, Quaternion right) { return left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w; } /** * Calculate the conjugate of this quaternion and put it into the given one * * @param dest * The quaternion which should be set to the conjugate of this * quaternion */ public Quaternion negate(Quaternion dest) { if (dest == null) dest = new Quaternion(); dest.x = -x; dest.y = -y; dest.z = -z; dest.w = w; return dest; } /** * Calculate the conjugate of this quaternion */ public Vector negate() { x = -x; y = -y; z = -z; return this; } /* (non-Javadoc) * @see org.lwjgl.util.vector.Vector#load(java.nio.FloatBuffer) */ public Vector load(FloatBuffer buf) { x = buf.get(); y = buf.get(); z = buf.get(); w = buf.get(); return this; } /* * (non-Javadoc) * * @see org.lwjgl.vector.Vector#scale(float) */ public Vector scale(float scale) { x *= scale; y *= scale; z *= scale; w *= scale; return this; } /* (non-Javadoc) * @see org.lwjgl.util.vector.ReadableVector#store(java.nio.FloatBuffer) */ public Vector store(FloatBuffer buf) { buf.put(x); buf.put(y); buf.put(z); buf.put(w); return this; } /** * @return x */ public final float getX() { return x; } /** * @return y */ public final float getY() { return y; } /** * Set X * * @param x */ public final void setX(float x) { this.x = x; } /** * Set Y * * @param y */ public final void setY(float y) { this.y = y; } /** * Set Z * * @param z */ public void setZ(float z) { this.z = z; } /* * (Overrides) * * @see org.lwjgl.vector.ReadableVector3f#getZ() */ public float getZ() { return z; } /** * Set W * * @param w */ public void setW(float w) { this.w = w; } /* * (Overrides) * * @see org.lwjgl.vector.ReadableVector3f#getW() */ public float getW() { return w; } public String toString() { return "Quaternion: " + x + " " + y + " " + z + " " + w; } /** * Sets the value of this quaternion to the quaternion product of * quaternions left and right (this = left * right). Note that this is safe * for aliasing (e.g. this can be left or right). * * @param left * the first quaternion * @param right * the second quaternion */ public static Quaternion mul(Quaternion left, Quaternion right, Quaternion dest) { if (dest == null) return new Quaternion(left.x * right.w + left.w * right.x + left.y * right.z - left.z * right.y, left.y * right.w + left.w * right.y + left.z * right.x - left.x * right.z, left.z * right.w + left.w * right.z + left.x * right.y - left.y * right.x, left.w * right.w - left.x * right.x - left.y * right.y - left.z * right.z); else { dest.set(left.x * right.w + left.w * right.x + left.y * right.z - left.z * right.y, left.y * right.w + left.w * right.y + left.z * right.x - left.x * right.z, left.z * right.w + left.w * right.z + left.x * right.y - left.y * right.x, left.w * right.w - left.x * right.x - left.y * right.y - left.z * right.z); return dest; } } /** * * Multiplies quaternion left by the inverse of quaternion right and places * the value into this quaternion. The value of both argument quaternions is * preservered (this = left * right^-1). * * @param left * the left quaternion * @param right * the right quaternion */ public static Quaternion mulInverse(Quaternion left, Quaternion right, Quaternion dest) { float n = right.lengthSquared(); // zero-div may occur. n = (n == 0.0 ? n : 1 / n); // store on stack once for aliasing-safty if (dest == null) return new Quaternion((left.x * right.w - left.w * right.x - left.y * right.z + left.z * right.y) * n, (left.y * right.w - left.w * right.y - left.z * right.x + left.x * right.z) * n, (left.z * right.w - left.w * right.z - left.x * right.y + left.y * right.x) * n, (left.w * right.w + left.x * right.x + left.y * right.y + left.z * right.z) * n); else { dest .set((left.x * right.w - left.w * right.x - left.y * right.z + left.z * right.y) * n, (left.y * right.w - left.w * right.y - left.z * right.x + left.x * right.z) * n, (left.z * right.w - left.w * right.z - left.x * right.y + left.y * right.x) * n, (left.w * right.w + left.x * right.x + left.y * right.y + left.z * right.z) * n); return dest; } } /** * Sets the value of this quaternion to the equivalent rotation of the * Axis-Angle argument. * * @param a1 * the axis-angle: (x,y,z) is the axis and w is the angle */ public final void setFromAxisAngle(Vector4f a1) { x = a1.x; y = a1.y; z = a1.z; float n = (float) Math.sqrt(x * x + y * y + z * z); // zero-div may occur. float s = (float) (Math.sin(0.5 * a1.w) / n); x *= s; y *= s; z *= s; w = (float) Math.cos(0.5 * a1.w); } /** * Sets the value of this quaternion using the rotational component of the * passed matrix. * * @param m1 * the matrix4f */ public final void setFromMatrix(Matrix4f m1) { setFromMat(m1.m00, m1.m01, m1.m02, m1.m10, m1.m11, m1.m12, m1.m20, m1.m21, m1.m22); } /** * Sets the value of this quaternion using the rotational component of the * passed matrix. * * @param m1 * the matrix3f */ public final void setFromMatrix(Matrix3f m1) { setFromMat(m1.m00, m1.m01, m1.m02, m1.m10, m1.m11, m1.m12, m1.m20, m1.m21, m1.m22); } /** * Private method to perform the matrix-to-quaternion conversion */ private void setFromMat(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22) { float s; float tr = m00 + m11 + m22; if (tr >= 0.0) { s = (float) Math.sqrt(tr + 1.0); w = s * 0.5f; s = 0.5f / s; x = (m21 - m12) * s; y = (m02 - m20) * s; z = (m10 - m01) * s; } else { float max = Math.max(Math.max(m00, m11), m22); if (max == m00) { s = (float) Math.sqrt(m00 - (m11 + m22) + 1.0); x = s * 0.5f; s = 0.5f / s; y = (m01 + m10) * s; z = (m20 + m02) * s; w = (m21 - m12) * s; } else if (max == m11) { s = (float) Math.sqrt(m11 - (m22 + m00) + 1.0); y = s * 0.5f; s = 0.5f / s; z = (m12 + m21) * s; x = (m01 + m10) * s; w = (m02 - m20) * s; } else { s = (float) Math.sqrt(m22 - (m00 + m11) + 1.0); z = s * 0.5f; s = 0.5f / s; x = (m20 + m02) * s; y = (m12 + m21) * s; w = (m10 - m01) * s; } } } } |
From: Brian M. <ma...@us...> - 2004-06-14 20:23:19
|
Update of /cvsroot/java-game-lib/LWJGL/platform_build/mac_xcode In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv26832 Added Files: mac_xcode.xcode.zip Log Message: xcode build environment - by Scott Palmer --- NEW FILE: mac_xcode.xcode.zip --- (This appears to be a binary file; contents omitted.) |
From: Brian M. <ma...@us...> - 2004-06-14 20:22:34
|
Update of /cvsroot/java-game-lib/LWJGL/platform_build/mac_xcode In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv26108/mac_xcode Log Message: Directory /cvsroot/java-game-lib/LWJGL/platform_build/mac_xcode added to the repository |
From: Caspian Rychlik-P. <ci...@us...> - 2004-06-14 19:03:51
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/input In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv2743/src/java/org/lwjgl/input Modified Files: Mouse.java Log Message: Index: Mouse.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/input/Mouse.java,v retrieving revision 1.58 retrieving revision 1.59 diff -u -d -r1.58 -r1.59 --- Mouse.java 14 Jun 2004 19:00:33 -0000 1.58 +++ Mouse.java 14 Jun 2004 19:03:33 -0000 1.59 @@ -271,8 +271,8 @@ created = true; currentCursor = null; dx = dy = dwheel = 0; - width = Window.getWidth(); - height = Window.getHeight(); + width = Window.getWidth() << 16; + height = Window.getHeight() << 16; x = width / 2; y = height / 2; @@ -382,6 +382,8 @@ } else if (x >= width) { scrollX = x - width; x = width - 1; + } else { + scrollX = 0; } if (y < 0) { @@ -390,7 +392,12 @@ } else if (y >= height) { scrollY = y - height; y = height - 1; + } else { + scrollY = 0; } + } else { + scrollX = 0; + scrollY = 0; } if (readBuffer != null) { |
From: Caspian Rychlik-P. <ci...@us...> - 2004-06-14 19:00:48
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/input In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv966/src/java/org/lwjgl/input Modified Files: Mouse.java Log Message: New stuff for sensitivity adjustment, scrolling, and adjustable dimensions Index: Mouse.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/input/Mouse.java,v retrieving revision 1.57 retrieving revision 1.58 diff -u -d -r1.57 -r1.58 --- Mouse.java 12 Jun 2004 20:28:22 -0000 1.57 +++ Mouse.java 14 Jun 2004 19:00:33 -0000 1.58 @@ -68,18 +68,34 @@ /** animation native cursor */ public final static int CURSOR_ANIMATION = 4; + /** Mouse minimum and maximum sensitivity */ + public static final int MAX_SENSITIVITY = 8; + public static final int MIN_SENSITIVITY = 1; + + /** Mouse sensitivity: 1...8 */ + private static int sensitivity = MAX_SENSITIVITY; + + /** Mouse constraint */ + private static int width, height; + /** Has the mouse been created? */ private static boolean created; /** The mouse buttons status from the last poll */ private static ByteBuffer buttons; - /** X */ + /** Mouse absolute X position in 16:16FP */ private static int x; - /** Y */ + /** Mouse absolute Y position in 16:16FP */ private static int y; + /** Mouse X scroll position in 16:16FP */ + private static int scrollX; + + /** Mouse Y scroll position in 16:16FP */ + private static int scrollY; + /** Buffer to hold the deltas dx, dy and dwheel */ private static IntBuffer coord_buffer; @@ -93,19 +109,19 @@ private static int dwheel; /** Number of buttons supported by the mouse */ - private static int buttonCount = -1; + private static int buttonCount = -1; /** Does this mouse support a scroll wheel */ - private static boolean hasWheel = false; + private static boolean hasWheel = false; /** The current native cursor, if any */ - private static Cursor currentCursor; + private static Cursor currentCursor; /** Button names. These are set upon create(), to names like BUTTON0, BUTTON1, etc. */ private static String[] buttonName; /** hashmap of button names, for fast lookup */ - private static final Map buttonMap = new HashMap(16); + private static final Map buttonMap = new HashMap(16); /** Lazy initialization */ private static boolean initialized; @@ -124,6 +140,9 @@ private static boolean isGrabbed; + /** Whether absolute mouse tracking is enabled */ + private static boolean trackingEnabled = true; + /** * Mouse cannot be constructed. */ @@ -252,8 +271,10 @@ created = true; currentCursor = null; dx = dy = dwheel = 0; - x = Window.getWidth() / 2; - y = Window.getHeight() / 2; + width = Window.getWidth(); + height = Window.getHeight(); + x = width / 2; + y = height / 2; // set mouse buttons buttonCount = nGetButtonCount(); @@ -344,29 +365,37 @@ int poll_dx = coord_buffer.get(0); int poll_dy = coord_buffer.get(1); int poll_dwheel = coord_buffer.get(2); - // set absolute position - x += poll_dx; - y += poll_dy; + dx += poll_dx; dy += poll_dy; dwheel += poll_dwheel; - - // if window has been created, clamp to edges - if (Window.isCreated()) { + + // Calculate the new absolute position unless tracking is disabled + if (trackingEnabled) { + x += ((poll_dx * sensitivity) << 16) / MAX_SENSITIVITY; + y += ((poll_dy * sensitivity) << 16) / MAX_SENSITIVITY; + // clamp x, y if (x < 0) { + scrollX = x; x = 0; - } else if (x >= Window.getWidth()) { - x = Window.getWidth() - 1; + } else if (x >= width) { + scrollX = x - width; + x = width - 1; } if (y < 0) { + scrollY = y; y = 0; - } else if (y >= Window.getHeight()) { - y = Window.getHeight() - 1; + } else if (y >= height) { + scrollY = y - height; + y = height - 1; } } - if (readBuffer != null) read(); + + if (readBuffer != null) { + read(); + } } private static void read() { @@ -479,22 +508,22 @@ /** * Retrieves the absolute position. If the Window has been created - * x will be clamped to 0...Window.getWidth() - 1. + * x will be clamped to 0...width-1. * * @return Absolute x axis position of mouse */ public static int getX() { - return x; + return x >> 16; } /** * Retrieves the absolute position. If the Window has been created - * y will be clamped to 0...Window.getHeight() -1. + * y will be clamped to 0...height-1. * * @return Absolute y axis position of mouse */ public static int getY() { - return y; + return y >> 16; } /** @@ -530,6 +559,20 @@ public static int getButtonCount() { return buttonCount; } + + /** + * @return the amount the mouse tried to move past its constraints on the X axis since the last poll + */ + public static int getScrollX() { + return scrollX >> 16; + } + + /** + * @return the amount the mouse tried to move past its constraints on the Y axis since the last poll + */ + public static int getScrollY() { + return scrollY >> 16; + } /** * @return Whether or not this mouse has wheel support @@ -550,20 +593,20 @@ * (and thus hidden). */ public static void setGrabbed(boolean grab) { - isGrabbed = grab; - nGrabMouse(isGrabbed); - - if(!grab) { - x = Window.getWidth() / 2; - y = Window.getHeight() / 2; - } + isGrabbed = grab; + nGrabMouse(isGrabbed); + + if(!grab) { + x = width / 2; + y = height / 2; + } } private static native void nGrabMouse(boolean grab); /** * Updates the cursor, so that animation can be changed if needed. * This method is called automatically by the window on its update, and - * shouldn't be called otherwise + * shouldn't be called otherwise */ public static void updateCursor() { if (System.getProperty("os.name").startsWith("Win") && currentCursor != null && currentCursor.hasTimedOut()) { @@ -575,4 +618,68 @@ } } } + + /** + * Sets the mouse sensitivity, which is expressed as a value from 1 to 8. + * Values outside this range are clamped to [1..8]. 8 is the most sensitive; + * other values slow down the mouse to a minimum of 1/8th its original speed. + * @param newSensitivity The mouse sensitivity + */ + public static void setSensitivity(int newSensitivity) { + sensitivity = Math.min(MAX_SENSITIVITY, Math.max(MIN_SENSITIVITY, newSensitivity)); + } + + /** + * @return the current mouse sensitivity (guaranteed in the range 1..8) + */ + public static int getSensitivity() { + return sensitivity; + } + + /** + * Sets the absolute position of the mouse. The position is capped to the + * current size. + * + * @param newx + * @param newy + */ + public static void setPosition(int newx, int newy) { + x = Math.min(Math.max(0, newx << 16), width - 1); + y = Math.min(Math.max(0, newy << 16), height - 1); + } + + + /** + * Sets the dimensions of the mouse's constraint. + * @param width + * @param height + */ + public static void setDimensions(int width, int height) { + Mouse.width = width << 16; + Mouse.height = height << 16; + + // Clamp the mouse absolute coordinates just in case + if (x >= Mouse.width) { + x = Mouse.width - 1; + } + if (y >= Mouse.height) { + y = Mouse.height - 1; + } + } + + /** + * Enable or disable absolute mouse coordinate tracking. + * @param enabled + */ + public static void setTrackingEnabled(boolean enabled) { + Mouse.trackingEnabled = enabled; + } + + /** + * Determine if mouse coordinate tracking is enabled + * @return boolean + */ + public static boolean isTrackingEnabled() { + return trackingEnabled; + } } |
From: Brian M. <ma...@us...> - 2004-06-12 21:52:48
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/examples/spaceinvaders In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv465/src/java/org/lwjgl/examples/spaceinvaders Modified Files: Game.java Log Message: vsync enabled using util method for displaymode stuff tell user how to enter fullscreen mode Index: Game.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/examples/spaceinvaders/Game.java,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- Game.java 12 Jun 2004 19:59:20 -0000 1.1 +++ Game.java 12 Jun 2004 21:52:37 -0000 1.2 @@ -214,6 +214,7 @@ try { if (fullscreen && setDisplayMode()) { Window.create(WINDOW_TITLE, Display.getDepth(), 0, 8, 0, 0); + Window.setVSyncEnabled(true); } else { Window.create(WINDOW_TITLE, 100, 100, width, height, Display.getDepth(), 0, 8, 0, 0); } @@ -276,21 +277,21 @@ */ private boolean setDisplayMode() { // get modes - DisplayMode[] dm = Display.getAvailableDisplayModes(); + DisplayMode[] dm = org.lwjgl.util.Display.getAvailableDisplayModes(800, 600, -1, -1, -1, -1, 60, 60); + + try { + org.lwjgl.util.Display.setDisplayMode(dm, new String[] { + "width=" + width, + "height=" + height, + "freq=" + 60, + "bpp=" + org.lwjgl.Display.getDepth() + }); + return true; + } catch (Exception e) { + e.printStackTrace(); + System.out.println("Unable to enter fullscreen, continuing in windowed mode"); + } - // locate the first one that has 800*600*32 - for (int i = 0; i < dm.length; i++) { - if (dm[i].width == 800 && dm[i].height == 600 && dm[i].bpp == 32) { - try { - Display.setDisplayMode(dm[i]); - return true; - } catch (LWJGLException le) { - le.printStackTrace(); - System.out.println("Unable to enter fullscreen, continuing in windowed mode"); - break; - } - } - } return false; } @@ -582,6 +583,7 @@ * @param argv The arguments that are passed into our game */ public static void main(String argv[]) { + System.out.println("Use -fullscreen for fullscreen mode"); new Game((argv.length > 0 && argv[0].equalsIgnoreCase("-fullscreen"))).execute(); } |
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv14930/java/org/lwjgl/opengl Modified Files: ARBBufferObject.java ARBDepthTexture.java ARBFragmentProgram.java ARBFragmentShader.java ARBImaging.java ARBMatrixPalette.java ARBMultisample.java ARBMultitexture.java ARBOcclusionQuery.java ARBPointParameters.java ARBPointSprite.java ARBProgram.java ARBShaderObjects.java ARBShadow.java ARBShadowAmbient.java ARBTextureBorderClamp.java ARBTextureCompression.java ARBTextureCubeMap.java ARBTextureEnvCombine.java ARBTextureEnvDot3.java ARBTextureMirroredRepeat.java ARBTransposeMatrix.java ARBVertexBlend.java ARBVertexBufferObject.java ARBVertexProgram.java ARBVertexShader.java ARBWindowPos.java ATIDrawBuffers.java ATIElementArray.java ATIEnvmapBumpmap.java ATIFragmentShader.java ATIMapObjectBuffer.java ATIPnTriangles.java ATISeparateStencil.java ATITextureFloat.java ATITextureMirrorOnce.java ATIVertexArrayObject.java ATIVertexAttribArrayObject.java ATIVertexStreams.java BufferChecks.java EXTAbgr.java EXTBgra.java EXTBlendEquationSeparate.java EXTBlendFuncSeparate.java EXTBlendSubtract.java EXTCompiledVertexArray.java EXTDepthBoundsTest.java EXTDrawRangeElements.java EXTFogCoord.java EXTMultiDrawArrays.java EXTPackedPixels.java EXTPixelBufferObject.java EXTPointParameters.java EXTRescaleNormal.java EXTSecondaryColor.java EXTSeparateSpecularColor.java EXTSharedTexturePalette.java EXTStencilTwoSide.java EXTStencilWrap.java EXTTextureCompressionS3TC.java EXTTextureEnvCombine.java EXTTextureEnvDot3.java EXTTextureFilterAnisotropic.java EXTTextureLODBias.java EXTTextureMirrorClamp.java EXTTextureRectangle.java EXTVertexShader.java EXTVertexWeighting.java GL11.java GL12.java GL13.java GL14.java GL15.java GLContext.java GLUConstants.java NVCopyDepthToColor.java NVDepthClamp.java NVEvaluators.java NVFence.java NVFloatBuffer.java NVFogDistance.java NVFragmentProgram.java NVFragmentProgram2.java NVHalfFloat.java NVLightMaxExponent.java NVMultisampleFilterHint.java NVOcclusionQuery.java NVPackedDepthStencil.java NVPixelDataRange.java NVPointSprite.java NVPrimitiveRestart.java NVProgram.java NVRegisterCombiners.java NVRegisterCombiners2.java NVTexgenReflection.java NVTextureCompressionVTC.java NVTextureEnvCombine4.java NVTextureExpandNormal.java NVTextureRectangle.java NVTextureShader.java NVTextureShader2.java NVTextureShader3.java NVVertexArrayRange.java NVVertexArrayRange2.java NVVertexProgram.java NVVertexProgram2Option.java NVVertexProgram3.java OpenGLException.java Pbuffer.java RenderTexture.java StateStack.java Util.java VBOTracker.java Window.java Log Message: header unification Index: EXTTextureMirrorClamp.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTTextureMirrorClamp.java,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- EXTTextureMirrorClamp.java 18 May 2004 21:00:34 -0000 1.1 +++ EXTTextureMirrorClamp.java 12 Jun 2004 20:28:23 -0000 1.2 @@ -1,41 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by LWJGL. - * User: spasi - * Date: 18 Ìáú 2004 - * Time: 10:22:39 ìì - */ - package org.lwjgl.opengl; public final class EXTTextureMirrorClamp { Index: EXTVertexShader.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTVertexShader.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- EXTVertexShader.java 18 Feb 2004 23:54:45 -0000 1.4 +++ EXTVertexShader.java 12 Jun 2004 20:28:23 -0000 1.5 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:33:02 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; import java.nio.Buffer; Index: ATIEnvmapBumpmap.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ATIEnvmapBumpmap.java,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- ATIEnvmapBumpmap.java 18 Feb 2004 23:54:45 -0000 1.3 +++ ATIEnvmapBumpmap.java 12 Jun 2004 20:28:23 -0000 1.4 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:33:36 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; import java.nio.FloatBuffer; Index: ARBShaderObjects.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBShaderObjects.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- ARBShaderObjects.java 15 Mar 2004 16:31:09 -0000 1.4 +++ ARBShaderObjects.java 12 Jun 2004 20:28:23 -0000 1.5 @@ -1,41 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by LWJGL. - * User: spasi - * Date: 2003-12-16 - * Time: 21:58:02 - */ - package org.lwjgl.opengl; import java.nio.BufferOverflowException; Index: EXTTextureFilterAnisotropic.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTTextureFilterAnisotropic.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- EXTTextureFilterAnisotropic.java 18 Feb 2004 23:54:45 -0000 1.2 +++ EXTTextureFilterAnisotropic.java 12 Jun 2004 20:28:23 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:24:27 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class EXTTextureFilterAnisotropic Index: NVTextureEnvCombine4.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/NVTextureEnvCombine4.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- NVTextureEnvCombine4.java 18 Feb 2004 23:54:45 -0000 1.2 +++ NVTextureEnvCombine4.java 12 Jun 2004 20:28:24 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:23:05 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class NVTextureEnvCombine4 Index: NVFence.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/NVFence.java,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- NVFence.java 18 Feb 2004 23:54:45 -0000 1.3 +++ NVFence.java 12 Jun 2004 20:28:24 -0000 1.4 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:26:52 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; import java.nio.IntBuffer; Index: EXTRescaleNormal.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTRescaleNormal.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- EXTRescaleNormal.java 18 Feb 2004 23:54:45 -0000 1.2 +++ EXTRescaleNormal.java 12 Jun 2004 20:28:23 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,7 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - package org.lwjgl.opengl; Index: ARBOcclusionQuery.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBOcclusionQuery.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- ARBOcclusionQuery.java 18 Feb 2004 23:54:45 -0000 1.4 +++ ARBOcclusionQuery.java 12 Jun 2004 20:28:23 -0000 1.5 @@ -1,41 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by LWJGL. - * User: spasi - * Date: 29 Éáí 2004 - * Time: 1:42:31 ðì - */ - package org.lwjgl.opengl; import java.nio.IntBuffer; Index: NVCopyDepthToColor.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/NVCopyDepthToColor.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- NVCopyDepthToColor.java 18 Feb 2004 23:54:46 -0000 1.2 +++ NVCopyDepthToColor.java 12 Jun 2004 20:28:23 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:30:49 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class NVCopyDepthToColor Index: EXTVertexWeighting.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTVertexWeighting.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- EXTVertexWeighting.java 18 Feb 2004 23:54:46 -0000 1.4 +++ EXTVertexWeighting.java 12 Jun 2004 20:28:23 -0000 1.5 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:25:57 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; import java.nio.Buffer; Index: GL13.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/GL13.java,v retrieving revision 1.6 retrieving revision 1.7 diff -u -d -r1.6 -r1.7 --- GL13.java 18 Feb 2004 23:54:45 -0000 1.6 +++ GL13.java 12 Jun 2004 20:28:23 -0000 1.7 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,7 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - package org.lwjgl.opengl; import java.nio.Buffer; Index: NVFloatBuffer.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/NVFloatBuffer.java,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- NVFloatBuffer.java 18 Feb 2004 23:54:46 -0000 1.3 +++ NVFloatBuffer.java 12 Jun 2004 20:28:24 -0000 1.4 @@ -1,41 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by LWJGL. - * User: spasi - * Date: 2003-12-16 - * Time: 13:17:23 - */ - package org.lwjgl.opengl; public final class NVFloatBuffer { Index: NVTextureRectangle.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/NVTextureRectangle.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- NVTextureRectangle.java 18 Feb 2004 23:54:45 -0000 1.2 +++ NVTextureRectangle.java 12 Jun 2004 20:28:24 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:22:23 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class NVTextureRectangle Index: ARBVertexProgram.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBVertexProgram.java,v retrieving revision 1.6 retrieving revision 1.7 diff -u -d -r1.6 -r1.7 --- ARBVertexProgram.java 30 Mar 2004 17:13:35 -0000 1.6 +++ ARBVertexProgram.java 12 Jun 2004 20:28:23 -0000 1.7 @@ -1,41 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by LWJGL. - * User: spasi - * Date: 2003-11-28 - * Time: 16:39:44 - */ - package org.lwjgl.opengl; import java.nio.Buffer; Index: NVLightMaxExponent.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/NVLightMaxExponent.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- NVLightMaxExponent.java 18 Feb 2004 23:54:45 -0000 1.2 +++ NVLightMaxExponent.java 12 Jun 2004 20:28:24 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:27:54 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class NVLightMaxExponent { Index: EXTPackedPixels.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTPackedPixels.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- EXTPackedPixels.java 18 Feb 2004 23:54:46 -0000 1.2 +++ EXTPackedPixels.java 12 Jun 2004 20:28:23 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,7 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - package org.lwjgl.opengl; /** Index: ARBVertexBufferObject.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBVertexBufferObject.java,v retrieving revision 1.6 retrieving revision 1.7 diff -u -d -r1.6 -r1.7 --- ARBVertexBufferObject.java 30 Mar 2004 17:13:35 -0000 1.6 +++ ARBVertexBufferObject.java 12 Jun 2004 20:28:23 -0000 1.7 @@ -1,44 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * $Id$ - * - * ARB_vertex_buffer_object constants. - * - * @author elias_naur <eli...@us...> - * @version $Revision$ - */ - package org.lwjgl.opengl; public final class ARBVertexBufferObject extends ARBProgram { Index: NVPrimitiveRestart.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/NVPrimitiveRestart.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- NVPrimitiveRestart.java 18 Feb 2004 23:54:46 -0000 1.2 +++ NVPrimitiveRestart.java 12 Jun 2004 20:28:24 -0000 1.3 @@ -1,41 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by LWJGL. - * User: spasi - * Date: 2003-12-16 - * Time: 17:45:36 - */ - package org.lwjgl.opengl; public final class NVPrimitiveRestart { Index: GL15.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/GL15.java,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- GL15.java 29 Mar 2004 07:32:37 -0000 1.5 +++ GL15.java 12 Jun 2004 20:28:23 -0000 1.6 @@ -1,41 +1,34 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by LWJGL. - * User: spasi - * Date: 02-15-2004 - * Time: 4:14:52 pm - */ - package org.lwjgl.opengl; import java.nio.*; Index: ARBTextureMirroredRepeat.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBTextureMirroredRepeat.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- ARBTextureMirroredRepeat.java 18 Feb 2004 23:54:46 -0000 1.2 +++ ARBTextureMirroredRepeat.java 12 Jun 2004 20:28:23 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:58:27 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class ARBTextureMirroredRepeat Index: EXTSharedTexturePalette.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTSharedTexturePalette.java,v retrieving revision 1.2 retrieving revision 1.3 diff -u -d -r1.2 -r1.3 --- EXTSharedTexturePalette.java 18 Feb 2004 23:54:46 -0000 1.2 +++ EXTSharedTexturePalette.java 12 Jun 2004 20:28:23 -0000 1.3 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,7 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - package org.lwjgl.opengl; /** Index: ARBImaging.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBImaging.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- ARBImaging.java 26 Mar 2004 11:26:03 -0000 1.4 +++ ARBImaging.java 12 Jun 2004 20:28:23 -0000 1.5 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,7 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - package org.lwjgl.opengl; import java.nio.Buffer; Index: ARBTextureCubeMap.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBTextureCubeMap.java,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- ARBTextureCubeMap.java 18 Feb 2004 23:54:45 -0000 1.3 +++ ARBTextureCubeMap.java 12 Jun 2004 20:28:23 -0000 1.4 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:11:04 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class ARBTextureCubeMap { Index: ARBTextureCompression.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBTextureCompression.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- ARBTextureCompression.java 18 Feb 2004 23:54:45 -0000 1.4 +++ ARBTextureCompression.java 12 Jun 2004 20:28:23 -0000 1.5 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:10:08 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; import java.nio.Buffer; Index: ARBTransposeMatrix.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ARBTransposeMatrix.java,v retrieving revision 1.5 retrieving revision 1.6 diff -u -d -r1.5 -r1.6 --- ARBTransposeMatrix.java 18 Feb 2004 23:54:45 -0000 1.5 +++ ARBTransposeMatrix.java 12 Jun 2004 20:28:23 -0000 1.6 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:08:52 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; import java.nio.FloatBuffer; Index: Util.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/Util.java,v retrieving revision 1.11 retrieving revision 1.12 diff -u -d -r1.11 -r1.12 --- Util.java 26 Mar 2004 11:26:03 -0000 1.11 +++ Util.java 12 Jun 2004 20:28:24 -0000 1.12 @@ -1,31 +1,31 @@ -/* - * Copyright (c) 2002 Lightweight Java Game Library Project +/* + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. - * + * * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are + * modification, are permitted provided that the following conditions are * met: - * - * * Redistributions of source code must retain the above copyright + * + * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of - * its contributors may be used to endorse or promote products derived + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. - * + * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF - * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ Index: GLUConstants.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/GLUConstants.java,v retrieving revision 1.14 retrieving revision 1.15 diff -u -d -r1.14 -r1.15 --- GLUConstants.java 20 Jan 2004 11:19:12 -0000 1.14 +++ GLUConstants.java 12 Jun 2004 20:28:23 -0000 1.15 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,7 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - package org.lwjgl.opengl; /** Index: ATIFragmentShader.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ATIFragmentShader.java,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- ATIFragmentShader.java 18 Feb 2004 23:54:45 -0000 1.3 +++ ATIFragmentShader.java 12 Jun 2004 20:28:23 -0000 1.4 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -30,13 +30,6 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:34:05 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - * * Note: 2X_BIT_ATI, 4X_BIT_ATI and 8X_BIT_ATI has been changed to X2_BIT_ATI, X4_BIT_ATI and X8_BIT_ATI * because variables cannot start with a number. * Index: ATIPnTriangles.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/ATIPnTriangles.java,v retrieving revision 1.3 retrieving revision 1.4 diff -u -d -r1.3 -r1.4 --- ATIPnTriangles.java 18 Feb 2004 23:54:45 -0000 1.3 +++ ATIPnTriangles.java 12 Jun 2004 20:28:23 -0000 1.4 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - * User: nj - * Date: 12-08-2002 - * Time: 15:31:14 - * To change template for new interface use - * Code Style | Class Templates options (Tools | IDE Options). - */ package org.lwjgl.opengl; public final class ATIPnTriangles { Index: GL12.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/GL12.java,v retrieving revision 1.8 retrieving revision 1.9 diff -u -d -r1.8 -r1.9 --- GL12.java 21 Mar 2004 08:13:07 -0000 1.8 +++ GL12.java 12 Jun 2004 20:28:23 -0000 1.9 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,7 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - package org.lwjgl.opengl; import java.nio.Buffer; Index: EXTSecondaryColor.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/opengl/EXTSecondaryColor.java,v retrieving revision 1.4 retrieving revision 1.5 diff -u -d -r1.4 -r1.5 --- EXTSecondaryColor.java 18 Feb 2004 23:54:45 -0000 1.4 +++ EXTSecondaryColor.java 12 Jun 2004 20:28:23 -0000 1.5 @@ -1,5 +1,5 @@ /* - * Copyright (c) 2002 Lightweight Java Game Library Project + * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without @@ -13,7 +13,7 @@ * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - * * Neither the name of 'Light Weight Java Game Library' nor the names of + * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * @@ -29,14 +29,6 @@ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -/* - * Created by IntelliJ IDEA. - *... 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