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   July 11, 2017  
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[00:01:09] <Flaghacker> Full LWJGL program: http://i.imgur.com/mbNDetb.png, empty program: http://i.imgur.com/kjORwxe.png
[00:01:56] <Flaghacker> There's an additional Thread "Java2D disposer" that's always waiting.
[00:02:48] <ra4king> what version LWJGL?
[00:04:18] <Flaghacker> glfwGetVersionString returns "LWJGL version 3.3.0 Win32 WGL EGL VisualC DLL}"
[00:08:44] <ra4king> hmm can't tell why lwjgl would initialize any java2D resources at all
[00:08:53] <ra4king> you're using pure GLFW+GL functions right? nothing Java2D related?
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[00:14:57] <Flaghacker> Ah wait I do use "import java.awt.image.BufferedImage" and "import javax.imageio.ImageIO" to load textures.
[00:15:29] <ra4king> ahhh
[00:15:38] <Flaghacker> But those shouldn't create Threads either, right,
[00:15:49] <ra4king> they do
[00:15:55] <ra4king> they load the entire AWT subsystem
[00:16:11] <Flaghacker> Ah that sucks.
[00:16:22] <Flaghacker> I'll switch to commons imaging or something then.
[00:16:42] <Flaghacker> Just using BufferedImage somewhere shouldn't be a problem, right.?
[00:16:59] <ra4king> I believe even BufferedImage initializes AWT
[00:25:52] <Flaghacker> Huh is there even a way to load an image without AWT then?
[00:27:02] <ra4king> Flaghacker: what format?
[00:27:39] <ra4king> I use PNGDecoder for PNG: https://raw.githubusercontent.com/mattdesl/slim/master/slim/src/slim/texture/io/PNGDecoder.java
[00:27:42] <ra4king> I never use other formats
[00:29:00] <Flaghacker> I was hoping to find a way to be able to load a couple of common formats, but I'll keep this in mind if I can't find anything else.
[00:29:19] <ra4king> plenty of other open-source loaders :)
[00:29:43] <ra4king> google search: "java" + <format> + "loader"
[00:29:44] <ra4king> :D
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[00:34:04] <intrigus> Flaghacker: LWJGL3 provides some ways to load images.
[00:37:29] <Flaghacker> intrigus, Do you mean the STB bindings?
[00:38:05] <intrigus> Yes Flaghacker
[00:38:17] <ra4king> thanks intrigus
[00:38:21] <ra4king> I'm not familiar with lwjgl 3 yet
[00:39:23] <Flaghacker> That turns ugly really quickly though: you need to allocate buffers for all of the return values of any of the methdos.
[00:46:13] <Flaghacker> Okay suddenly I can't reproduce this issue any more: the JVM exists almost instantly.
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[00:47:49] <Flaghacker> Thanks for helping anyway ra4king and intrigus!
[00:58:53] <MatthiasM> Flaghacker: or this https://github.com/MatthiasMann/TextureLoader
[00:59:39] <MatthiasM> when used together with https://github.com/MatthiasMann/JpegDecoder it will also load JPEG files
[01:01:53] <Flaghacker> Ah that looks a bit cleaner.
[01:02:47] <MatthiasM> should be trivial to adapt to LWJGL3 - as it uses very little actual GL code
[01:03:28] <MatthiasM> and also a *lot* faster than ImageIO :)
[01:04:07] <ra4king> a *lot* is an understatement :D
[01:04:33] <MatthiasM> :)
[01:04:49] <ra4king> using ImageIO requires 1) loading the entire AWT subsystem, 2) go through many layers of abstraction to load the pixels and store in a BufferedImage, 3) you extract those pixels from the BufferedImage
[01:09:03] <Flaghacker> I'll switch over then, you guys convinced me.
[01:10:21] <Flaghacker> I have to go now, thanks again for the help everyone!
[01:10:29] <MatthiasM> n8
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[15:23:14] <Dev_Osmium> I'm having an issue with LWJGL 2
[15:30:07] <Dev_Osmium> This is the error
[15:30:08] <Dev_Osmium> Exception in thread "main" java.lang.ExceptionInInitializerError Caused by: java.lang.RuntimeException: No OpenGL context found in the current thread. 	at org.lwjgl.opengl.GLContext.getCapabilities(GLContext.java:124) 	at org.lwjgl.opengl.GL30.glGenVertexArrays(GL30.java:1548) 	at renderEngine.Loader.createVAO(Loader.java:36) 	at renderEngine.Loader.loadToVAO(Loader.java:19) 	at engineTester.MainGameLoop.<clinit>(MainGameLoop.java:
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[15:34:40] <Unimatrix325> hm, just a random hint - I think openGL ocntext is not available from other then main threads...
[15:34:46] <Unimatrix325> *thread
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[15:37:39] <Dev_Osmium> The code is this:
[15:37:53] <Dev_Osmium> public static void main(String[] args) { 		DisplayManager.createDisplay(); 		 		while(!Display.isCloseRequested()){ 			renderer.prepare(); 			// Main Game Loop 			renderer.render(model); 			DisplayManager.updateDisplay();  		} 		loader.cleanUp(); 		DisplayManager.closeDisplay(); 	}
[15:49:29] <Dev_Osmium> The issue is with renderer.render(model)
[15:50:39] <Dev_Osmium> https://pastebin.com/9iK0EXPK
[15:50:43] <Dev_Osmium> Is the renderer class
[16:24:31] <Dev_Osmium> Wait nevermind
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   July 11, 2017  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | >