Posted
about 10 years
ago
Ups. That extension did not yet make it into LWJGL3. Will prepare it and send Spasi a pull request for it.Then it should be in for you at the next build.EDIT: Also note that since this is a Nvidia extension it naturally only applies to Nvidia card...
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Posted
about 10 years
ago
Hi Kai, Thank you. I have now the GPU Name. For the Memory from the GPU. I don't find the right Class for GL_NVX_gpu_memory_info. Can you give me an example?
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Posted
about 10 years
ago
Google is your friend there... "OpenGL query max memory": http://stackoverflow.com/questions/4552372/determining-available-video-memory"OpenGL query graphics c...
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Posted
about 10 years
ago
It depends on your definition of done. If you mean feature-parity with LWJGL 2.x, then this is what's missing currently:- Window icons (on Windows/Linux)- Many vendor-specific extensions- OpenGL ES- AWT integration (will not be added)- The util pa...
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Posted
about 10 years
ago
Thanks! I also missed the fact that the Display.create makes a shareddrawable if you supply one, stupid me.I'll look into LWJGL 3, but I thought it wasn't done yet?Thanks again!
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Posted
about 10 years
ago
Luckily for you a physics engine has little to do with LWJGL or OpenGL. Secondly, how you write your own physics engine totally depends on your gameplay design, which ultimately dictates how sophisticated your physics engine should need to be and wh...
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Posted
about 10 years
ago
Ok, So I am a complete beginner to lwjgl and openGL as a whole. Right now I have a simple 3d setup and I am using lwjgl 2.9.3.I want to add collision detection, but I have no idea how. I want to program it myself, but I can use a library if I have to....
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Posted
about 10 years
ago
Thanks
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Posted
about 10 years
ago
Btw, if you're new to LWJGL, give LWJGL 3 a try. It's much simpler for stuff like this. In this specific case you don't even have to use a Pbuffer; just create a hidden window, do any loading, then show the wind...
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Posted
about 10 years
ago
You can pass the Pbuffer instance to Display.create directly. Pbuffer is a drawable (extends DrawableGL), there is no need to create a new one.
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