GLIntercept Log

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Whackjack

unread,
Sep 19, 2006, 9:31:58 PM9/19/06
to FengGUI-D...@googlegroups.com
Hey guys,
  I got GLIntercept to work.  I had to put the .dll in the folder with the JRE.
I'm attaching two files.  One with FengGUI only and the other with jME+FengGUI.
Let me know if this helps!

Josh

P.S. - I guess this really only applies to Johannes, but I thought everyone else
might be interested too.
FengGUILog.txt
jMEFengGUILog.txt

Whackjack

unread,
Sep 19, 2006, 11:54:36 PM9/19/06
to FengGUI Developers
Okay, an update from my previous post. Here is a diff between the two
logs.
I guess I don't know enough about OpenGL, but it seems strange to me
that the calls in jME would come between the calls in FengGUI when we
make sure to do jME first.
Am I interpreting this correctly?

Compare: (<)FengGUILog.txt (12663 bytes)
with: (>)jMEFengGUILog.txt (15366 bytes)

1,2c1,2
<
===============================================================================
< GLIntercept version 0.5 Log generated on: Tue Sep 19 20:26:02 2006
---
> ===============================================================================
> GLIntercept version 0.5 Log generated on: Tue Sep 19 20:29:51 2006
11a11,91
> glDisable(GL_BLEND)
> glDisable(GL_ALPHA_TEST)
> glDisable(GL_DITHER)
> glDisable(GL_FOG)
> glEnable(GL_LIGHTING)
> glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,0)
> glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,0)
> glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,33273)
> glEnable(GL_LIGHT0)
> glLightfv(GL_LIGHT0,GL_AMBIENT,0x3154000)
> glLightfv(GL_LIGHT0,GL_DIFFUSE,0x3154000)
> glLightfv(GL_LIGHT0,GL_SPECULAR,0x3154000)
> glLightf(GL_LIGHT0,GL_CONSTANT_ATTENUATION,1.000000)
> glLightf(GL_LIGHT0,GL_LINEAR_ATTENUATION,0.000000)
> glLightf(GL_LIGHT0,GL_QUADRATIC_ATTENUATION,0.000000)
> glLightfv(GL_LIGHT0,GL_POSITION,0x3154000)
> glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180.000000)
> glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,0x3154000)
> glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,0.000000)
> glDisable(GL_LIGHT1)
> glDisable(GL_LIGHT2)
> glDisable(GL_LIGHT3)
> glDisable(GL_LIGHT4)
> glDisable(GL_LIGHT5)
> glDisable(GL_LIGHT6)
> glDisable(GL_LIGHT7)
> glLightModelfv(GL_LIGHT_MODEL_AMBIENT,0x3154000)
> glShadeModel(GL_SMOOTH)
> glActiveTexture(GL_TEXTURE0)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE1)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE2)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE3)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE4)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE5)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE6)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE7)
> glDisable(GL_TEXTURE_2D)
> glLineWidth(1.000000)
> glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
> glEnable(GL_DEPTH_TEST)
> glDepthFunc(GL_LEQUAL)
> glDepthMask(true)
> glDisable(GL_CULL_FACE)
> glDisable(GL_VERTEX_PROGRAM_ARB)
> glDisable(GL_FRAGMENT_PROGRAM_ARB)
> glDisable(GL_STENCIL_TEST)
> glUseProgramObjectARB(0)
> glColorMask(true,true,true,true)
> glDisable(GL_CLIP_PLANE0)
> glDisable(GL_CLIP_PLANE1)
> glDisable(GL_CLIP_PLANE2)
> glDisable(GL_CLIP_PLANE3)
> glDisable(GL_CLIP_PLANE4)
> glDisable(GL_CLIP_PLANE5)
> glMatrixMode(GL_MODELVIEW)
> glPushMatrix()
> glRotatef(35.213924,0.698575,0.698575,-0.154870)
> glEnableClientState(GL_VERTEX_ARRAY)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0x3132000)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0x3132000)
> glVertexPointer(3,GL_FLOAT,0,0x3155000)
> glEnableClientState(GL_NORMAL_ARRAY)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0x3132000)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0x3132000)
> glNormalPointer(GL_FLOAT,0,0x3157000)
> glDisableClientState(GL_COLOR_ARRAY)
> glColor4f(0.000000,0.000000,1.000000,1.000000)
> glLockArraysEXT(0,24)
> glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING,0x3132000)
> glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING,0x3132000)
> glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0x3159000)
> glUnlockArraysEXT()
> glMatrixMode(GL_MODELVIEW)
> glPopMatrix()
84c165
< glBegin(GL_QUADS) Textures[ (0,2) ]
---
> glBegin(GL_QUADS) Textures[ (7,2) ]
243c324
< glBegin(GL_QUADS) Textures[ (0,2) ]
---
> glBegin(GL_QUADS) Textures[ (7,2) ]
286c367
< glBegin(GL_QUADS) Textures[ (0,2) ]
---
> glBegin(GL_QUADS) Textures[ (7,2) ]
373c454
< glBegin(GL_QUADS) Textures[ (0,1) ]
---
> glBegin(GL_QUADS) Textures[ (7,1) ]
395c476
< wglSwapBuffers(0x2b011316)=true
---
> wglSwapBuffers(0x91011499)=true

Johannes Schaback

unread,
Sep 20, 2006, 3:56:28 AM9/20/06
to FengGUI-D...@googlegroups.com
Hi Josh!!

Cool! Thanks! That's exactly what I need! I believe this will reveal
new things. I will evaluate the log asap.

Johannes

> ===============================================================================
> GLIntercept version 0.5 Log generated on: Tue Sep 19 20:26:02 2006
>

> ===============================================================================
>
> glClear(GL_COLOR_BUFFER_BIT)
> glDisable(GL_DEPTH_TEST)
> glDepthFunc(GL_ALWAYS)
> glDepthMask(true)
> glClear(GL_DEPTH_BUFFER_BIT)
> glPushAttrib(GL_CURRENT_BIT | GL_POINT_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
> GL_POLYGON_STIPPLE_BIT | GL_PIXEL_MODE_BIT | GL_LIGHTING_BIT | GL_FOG_BIT |
> GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT |
> GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT |
> GL_HINT_BIT | GL_EVAL_BIT | GL_LIST_BIT | GL_TEXTURE_BIT | GL_SCISSOR_BIT)
> glViewport(0,0,640,480)
> glMatrixMode(GL_MODELVIEW)
> glPushMatrix()
> glLoadIdentity()
> glMatrixMode(GL_PROJECTION)
> glPushMatrix()
> glLoadIdentity()
> glOrtho(0.000000,640.000000,0.000000,480.000000,-1.000000,1.000000)
> glMatrixMode(GL_MODELVIEW)
> glEnable(GL_BLEND)
> glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
> glEnable(GL_DEPTH_TEST)
> glDepthFunc(GL_LEQUAL)
> glShadeModel(GL_SMOOTH)
> glDisable(GL_LIGHTING)
> glDisable(GL_FOG)
> glDisable(GL_DITHER)
> glEnable(GL_SCISSOR_TEST)
> glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
> glEnable(GL_NORMALIZE)
> glDisable(GL_LINE_STIPPLE)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8449.000000)
> glDisable(GL_TEXTURE_GEN_S)
> glDisable(GL_CULL_FACE)
> glEnable(GL_NORMALIZE)
> glFrontFace(GL_CW)
> glCullFace(GL_BACK)
> glDisable(GL_TEXTURE_2D)
> glDisable(GL_TEXTURE_1D)
> glPushMatrix()
> glScissor(50,100,300,100)
> glColor4f(0.500000,0.500000,0.500000,1.000000)
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(50.000000,100.000000)
> glVertex2f(50.000000,200.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(349.000000,100.000000)
> glVertex2f(349.000000,200.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(50.000000,199.000000)
> glVertex2f(349.000000,199.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(50.000000,100.000000)
> glVertex2f(350.000000,100.000000)
> glEnd()
> glLineWidth(1.000000)
> glColor4f(1.000000,1.000000,1.000000,0.500000)
> glBegin(GL_QUADS)
> glVertex2f(51.000000,101.000000)
> glVertex2f(349.000000,101.000000)
> glVertex2f(349.000000,199.000000)
> glVertex2f(51.000000,199.000000)
> glEnd()
> glPushMatrix()
> glScissor(51,179,298,20)
> glPushMatrix()
> glScissor(51,179,281,20)
> glColor4f(0.000000,1.000000,0.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,2) ]
> glTexCoord2f(0.296875,0.375000)
> glVertex2f(53.000000,181.000000)
> glTexCoord2f(0.296875,0.250000)
> glVertex2f(53.000000,197.000000)
> glTexCoord2f(0.351563,0.250000)
> glVertex2f(60.000000,197.000000)
> glTexCoord2f(0.351563,0.375000)
> glVertex2f(60.000000,181.000000)
> glTexCoord2f(0.382813,0.125000)
> glVertex2f(60.000000,181.000000)
> glTexCoord2f(0.382813,0.000000)
> glVertex2f(60.000000,197.000000)
> glTexCoord2f(0.414063,0.000000)
> glVertex2f(64.000000,197.000000)
> glTexCoord2f(0.414063,0.125000)
> glVertex2f(64.000000,181.000000)
> glTexCoord2f(0.101563,0.125000)
> glVertex2f(64.000000,181.000000)
> glTexCoord2f(0.101563,0.000000)
> glVertex2f(64.000000,197.000000)
> glTexCoord2f(0.140625,0.000000)
> glVertex2f(69.000000,197.000000)
> glTexCoord2f(0.140625,0.125000)
> glVertex2f(69.000000,181.000000)
> glTexCoord2f(0.445313,0.125000)
> glVertex2f(69.000000,181.000000)
> glTexCoord2f(0.445313,0.000000)
> glVertex2f(69.000000,197.000000)
> glTexCoord2f(0.500000,0.000000)
> glVertex2f(76.000000,197.000000)
> glTexCoord2f(0.500000,0.125000)
> glVertex2f(76.000000,181.000000)
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(76.000000,181.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(76.000000,197.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(79.000000,197.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(79.000000,181.000000)
> glTexCoord2f(0.000000,0.125000)
> glVertex2f(79.000000,181.000000)
> glTexCoord2f(0.000000,0.000000)
> glVertex2f(79.000000,197.000000)
> glTexCoord2f(0.046875,0.000000)
> glVertex2f(85.000000,197.000000)
> glTexCoord2f(0.046875,0.125000)
> glVertex2f(85.000000,181.000000)
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(85.000000,181.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(85.000000,197.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(88.000000,197.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(88.000000,181.000000)
> glTexCoord2f(0.101563,0.125000)
> glVertex2f(88.000000,181.000000)
> glTexCoord2f(0.101563,0.000000)
> glVertex2f(88.000000,197.000000)
> glTexCoord2f(0.140625,0.000000)
> glVertex2f(93.000000,197.000000)
> glTexCoord2f(0.140625,0.125000)
> glVertex2f(93.000000,181.000000)
> glTexCoord2f(0.664063,0.125000)
> glVertex2f(93.000000,181.000000)
> glTexCoord2f(0.664063,0.000000)
> glVertex2f(93.000000,197.000000)
> glTexCoord2f(0.710938,0.000000)
> glVertex2f(99.000000,197.000000)
> glTexCoord2f(0.710938,0.125000)
> glVertex2f(99.000000,181.000000)
> glTexCoord2f(0.500000,0.125000)
> glVertex2f(99.000000,181.000000)
> glTexCoord2f(0.500000,0.000000)
> glVertex2f(99.000000,197.000000)
> glTexCoord2f(0.531250,0.000000)
> glVertex2f(103.000000,197.000000)
> glTexCoord2f(0.531250,0.125000)
> glVertex2f(103.000000,181.000000)
> glTexCoord2f(0.664063,0.125000)
> glVertex2f(103.000000,181.000000)
> glTexCoord2f(0.664063,0.000000)
> glVertex2f(103.000000,197.000000)
> glTexCoord2f(0.710938,0.000000)
> glVertex2f(109.000000,197.000000)
> glTexCoord2f(0.710938,0.125000)
> glVertex2f(109.000000,181.000000)
> glTexCoord2f(0.820313,0.125000)
> glVertex2f(109.000000,181.000000)
> glTexCoord2f(0.820313,0.000000)
> glVertex2f(109.000000,197.000000)
> glTexCoord2f(0.859375,0.000000)
> glVertex2f(114.000000,197.000000)
> glTexCoord2f(0.859375,0.125000)
> glVertex2f(114.000000,181.000000)
> glTexCoord2f(0.796875,0.625000)
> glVertex2f(114.000000,181.000000)
> glTexCoord2f(0.796875,0.500000)
> glVertex2f(114.000000,197.000000)
> glTexCoord2f(0.820313,0.500000)
> glVertex2f(117.000000,197.000000)
> glTexCoord2f(0.820313,0.625000)
> glVertex2f(117.000000,181.000000)
> glTexCoord2f(0.796875,0.625000)
> glVertex2f(117.000000,181.000000)
> glTexCoord2f(0.796875,0.500000)
> glVertex2f(117.000000,197.000000)
> glTexCoord2f(0.820313,0.500000)
> glVertex2f(120.000000,197.000000)
> glTexCoord2f(0.820313,0.625000)
> glVertex2f(120.000000,181.000000)
> glTexCoord2f(0.796875,0.625000)
> glVertex2f(120.000000,181.000000)
> glTexCoord2f(0.796875,0.500000)
> glVertex2f(120.000000,197.000000)
> glTexCoord2f(0.820313,0.500000)
> glVertex2f(123.000000,197.000000)
> glTexCoord2f(0.820313,0.625000)
> glVertex2f(123.000000,181.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glPopMatrix()
> glPushMatrix()
> glScissor(332,179,17,20)
> glColor4f(0.000000,0.500000,0.000000,1.000000)
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(333.000000,180.000000)
> glVertex2f(333.000000,198.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(347.000000,180.000000)
> glVertex2f(347.000000,198.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(333.000000,197.000000)
> glVertex2f(347.000000,197.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(333.000000,180.000000)
> glVertex2f(348.000000,180.000000)
> glEnd()
> glLineWidth(1.000000)
> glColor4f(0.000000,0.000000,0.000000,1.000000)
> glBegin(GL_QUADS)
> glVertex2f(334.000000,181.000000)
> glVertex2f(347.000000,181.000000)
> glVertex2f(347.000000,197.000000)
> glVertex2f(334.000000,197.000000)
> glEnd()
> glColor4f(0.000000,1.000000,0.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,2) ]
> glTexCoord2f(0.828125,0.375000)
> glVertex2f(336.000000,181.000000)
> glTexCoord2f(0.828125,0.250000)
> glVertex2f(336.000000,197.000000)
> glTexCoord2f(0.898438,0.250000)
> glVertex2f(345.000000,197.000000)
> glTexCoord2f(0.898438,0.375000)
> glVertex2f(345.000000,181.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glPopMatrix()
> glPopMatrix()
> glPushMatrix()
> glScissor(51,101,298,78)
> glPushMatrix()
> glScissor(76,126,250,18)
> glColor4f(0.000000,0.500000,0.000000,1.000000)
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(76.000000,126.000000)
> glVertex2f(76.000000,144.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(325.000000,126.000000)
> glVertex2f(325.000000,144.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(76.000000,143.000000)
> glVertex2f(325.000000,143.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(76.000000,126.000000)
> glVertex2f(326.000000,126.000000)
> glEnd()
> glLineWidth(1.000000)
> glColor4f(0.500000,0.500000,0.500000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,2) ]
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(77.000000,127.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(77.000000,143.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(80.000000,143.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(80.000000,127.000000)
> glTexCoord2f(0.679688,0.250000)
> glVertex2f(80.000000,127.000000)
> glTexCoord2f(0.679688,0.125000)
> glVertex2f(80.000000,143.000000)
> glTexCoord2f(0.750000,0.125000)
> glVertex2f(89.000000,143.000000)
> glTexCoord2f(0.750000,0.250000)
> glVertex2f(89.000000,127.000000)
> glTexCoord2f(0.820313,0.125000)
> glVertex2f(89.000000,127.000000)
> glTexCoord2f(0.820313,0.000000)
> glVertex2f(89.000000,143.000000)
> glTexCoord2f(0.859375,0.000000)
> glVertex2f(94.000000,143.000000)
> glTexCoord2f(0.859375,0.125000)
> glVertex2f(94.000000,127.000000)
> glTexCoord2f(0.195313,0.125000)
> glVertex2f(94.000000,127.000000)
> glTexCoord2f(0.195313,0.000000)
> glVertex2f(94.000000,143.000000)
> glTexCoord2f(0.234375,0.000000)
> glVertex2f(99.000000,143.000000)
> glTexCoord2f(0.234375,0.125000)
> glVertex2f(99.000000,127.000000)
> glTexCoord2f(0.195313,0.125000)
> glVertex2f(99.000000,127.000000)
> glTexCoord2f(0.195313,0.000000)
> glVertex2f(99.000000,143.000000)
> glTexCoord2f(0.234375,0.000000)
> glVertex2f(104.000000,143.000000)
> glTexCoord2f(0.234375,0.125000)
> glVertex2f(104.000000,127.000000)
> glTexCoord2f(0.609375,0.125000)
> glVertex2f(104.000000,127.000000)
> glTexCoord2f(0.609375,0.000000)
> glVertex2f(104.000000,143.000000)
> glTexCoord2f(0.664063,0.000000)
> glVertex2f(111.000000,143.000000)
> glTexCoord2f(0.664063,0.125000)
> glVertex2f(111.000000,127.000000)
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(111.000000,127.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(111.000000,143.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(114.000000,143.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(114.000000,127.000000)
> glTexCoord2f(0.539063,0.375000)
> glVertex2f(114.000000,127.000000)
> glTexCoord2f(0.539063,0.250000)
> glVertex2f(114.000000,143.000000)
> glTexCoord2f(0.601563,0.250000)
> glVertex2f(122.000000,143.000000)
> glTexCoord2f(0.601563,0.375000)
> glVertex2f(122.000000,127.000000)
> glTexCoord2f(0.195313,0.125000)
> glVertex2f(122.000000,127.000000)
> glTexCoord2f(0.195313,0.000000)
> glVertex2f(122.000000,143.000000)
> glTexCoord2f(0.234375,0.000000)
> glVertex2f(127.000000,143.000000)
> glTexCoord2f(0.234375,0.125000)
> glVertex2f(127.000000,127.000000)
> glTexCoord2f(0.000000,0.125000)
> glVertex2f(127.000000,127.000000)
> glTexCoord2f(0.000000,0.000000)
> glVertex2f(127.000000,143.000000)
> glTexCoord2f(0.046875,0.000000)
> glVertex2f(133.000000,143.000000)
> glTexCoord2f(0.046875,0.125000)
> glVertex2f(133.000000,127.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glColor4f(1.000000,1.000000,1.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,1)
> glBegin(GL_QUADS) Textures[ (0,1) ]
> glTexCoord2f(0.000000,0.625000)
> glVertex2f(315.000000,130.000000)
> glTexCoord2f(0.000000,0.000000)
> glVertex2f(315.000000,140.000000)
> glTexCoord2f(0.625000,0.000000)
> glVertex2f(325.000000,140.000000)
> glTexCoord2f(0.625000,0.625000)
> glVertex2f(325.000000,130.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glPopMatrix()
> glPopMatrix()
> glPopMatrix()
> glMatrixMode(GL_PROJECTION)
> glPopMatrix()
> glMatrixMode(GL_MODELVIEW)
> glPopMatrix()
> glPopAttrib()
> glColorMask(true,true,true,true)
> glFlush()
> glGetError()=GL_NO_ERROR
> wglSwapBuffers(0x2b011316)=true


> ===============================================================================
> GLIntercept version 0.5 Log generated on: Tue Sep 19 20:29:51 2006
>

> ===============================================================================
>
> glClear(GL_COLOR_BUFFER_BIT)
> glDisable(GL_DEPTH_TEST)
> glDepthFunc(GL_ALWAYS)
> glDepthMask(true)
> glClear(GL_DEPTH_BUFFER_BIT)

> glPushAttrib(GL_CURRENT_BIT | GL_POINT_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
> GL_POLYGON_STIPPLE_BIT | GL_PIXEL_MODE_BIT | GL_LIGHTING_BIT | GL_FOG_BIT |
> GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT |
> GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT |
> GL_HINT_BIT | GL_EVAL_BIT | GL_LIST_BIT | GL_TEXTURE_BIT | GL_SCISSOR_BIT)
> glViewport(0,0,640,480)
> glMatrixMode(GL_MODELVIEW)
> glPushMatrix()
> glLoadIdentity()
> glMatrixMode(GL_PROJECTION)
> glPushMatrix()
> glLoadIdentity()
> glOrtho(0.000000,640.000000,0.000000,480.000000,-1.000000,1.000000)
> glMatrixMode(GL_MODELVIEW)
> glEnable(GL_BLEND)
> glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
> glEnable(GL_DEPTH_TEST)
> glDepthFunc(GL_LEQUAL)
> glShadeModel(GL_SMOOTH)
> glDisable(GL_LIGHTING)
> glDisable(GL_FOG)
> glDisable(GL_DITHER)
> glEnable(GL_SCISSOR_TEST)
> glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
> glEnable(GL_NORMALIZE)
> glDisable(GL_LINE_STIPPLE)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8449.000000)
> glDisable(GL_TEXTURE_GEN_S)
> glDisable(GL_CULL_FACE)
> glEnable(GL_NORMALIZE)
> glFrontFace(GL_CW)
> glCullFace(GL_BACK)
> glDisable(GL_TEXTURE_2D)
> glDisable(GL_TEXTURE_1D)
> glPushMatrix()
> glScissor(50,100,300,100)
> glColor4f(0.500000,0.500000,0.500000,1.000000)
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(50.000000,100.000000)
> glVertex2f(50.000000,200.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(349.000000,100.000000)
> glVertex2f(349.000000,200.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(50.000000,199.000000)
> glVertex2f(349.000000,199.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(50.000000,100.000000)
> glVertex2f(350.000000,100.000000)
> glEnd()
> glLineWidth(1.000000)
> glColor4f(1.000000,1.000000,1.000000,0.500000)
> glBegin(GL_QUADS)
> glVertex2f(51.000000,101.000000)
> glVertex2f(349.000000,101.000000)
> glVertex2f(349.000000,199.000000)
> glVertex2f(51.000000,199.000000)
> glEnd()
> glPushMatrix()
> glScissor(51,179,298,20)
> glPushMatrix()
> glScissor(51,179,281,20)
> glColor4f(0.000000,1.000000,0.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (7,2) ]
> glTexCoord2f(0.296875,0.375000)
> glVertex2f(53.000000,181.000000)
> glTexCoord2f(0.296875,0.250000)
> glVertex2f(53.000000,197.000000)
> glTexCoord2f(0.351563,0.250000)
> glVertex2f(60.000000,197.000000)
> glTexCoord2f(0.351563,0.375000)
> glVertex2f(60.000000,181.000000)
> glTexCoord2f(0.382813,0.125000)
> glVertex2f(60.000000,181.000000)
> glTexCoord2f(0.382813,0.000000)
> glVertex2f(60.000000,197.000000)
> glTexCoord2f(0.414063,0.000000)
> glVertex2f(64.000000,197.000000)
> glTexCoord2f(0.414063,0.125000)
> glVertex2f(64.000000,181.000000)
> glTexCoord2f(0.101563,0.125000)
> glVertex2f(64.000000,181.000000)
> glTexCoord2f(0.101563,0.000000)
> glVertex2f(64.000000,197.000000)
> glTexCoord2f(0.140625,0.000000)
> glVertex2f(69.000000,197.000000)
> glTexCoord2f(0.140625,0.125000)
> glVertex2f(69.000000,181.000000)
> glTexCoord2f(0.445313,0.125000)
> glVertex2f(69.000000,181.000000)
> glTexCoord2f(0.445313,0.000000)
> glVertex2f(69.000000,197.000000)
> glTexCoord2f(0.500000,0.000000)
> glVertex2f(76.000000,197.000000)
> glTexCoord2f(0.500000,0.125000)
> glVertex2f(76.000000,181.000000)
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(76.000000,181.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(76.000000,197.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(79.000000,197.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(79.000000,181.000000)
> glTexCoord2f(0.000000,0.125000)
> glVertex2f(79.000000,181.000000)
> glTexCoord2f(0.000000,0.000000)
> glVertex2f(79.000000,197.000000)
> glTexCoord2f(0.046875,0.000000)
> glVertex2f(85.000000,197.000000)
> glTexCoord2f(0.046875,0.125000)
> glVertex2f(85.000000,181.000000)
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(85.000000,181.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(85.000000,197.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(88.000000,197.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(88.000000,181.000000)
> glTexCoord2f(0.101563,0.125000)
> glVertex2f(88.000000,181.000000)
> glTexCoord2f(0.101563,0.000000)
> glVertex2f(88.000000,197.000000)
> glTexCoord2f(0.140625,0.000000)
> glVertex2f(93.000000,197.000000)
> glTexCoord2f(0.140625,0.125000)
> glVertex2f(93.000000,181.000000)
> glTexCoord2f(0.664063,0.125000)
> glVertex2f(93.000000,181.000000)
> glTexCoord2f(0.664063,0.000000)
> glVertex2f(93.000000,197.000000)
> glTexCoord2f(0.710938,0.000000)
> glVertex2f(99.000000,197.000000)
> glTexCoord2f(0.710938,0.125000)
> glVertex2f(99.000000,181.000000)
> glTexCoord2f(0.500000,0.125000)
> glVertex2f(99.000000,181.000000)
> glTexCoord2f(0.500000,0.000000)
> glVertex2f(99.000000,197.000000)
> glTexCoord2f(0.531250,0.000000)
> glVertex2f(103.000000,197.000000)
> glTexCoord2f(0.531250,0.125000)
> glVertex2f(103.000000,181.000000)
> glTexCoord2f(0.664063,0.125000)
> glVertex2f(103.000000,181.000000)
> glTexCoord2f(0.664063,0.000000)
> glVertex2f(103.000000,197.000000)
> glTexCoord2f(0.710938,0.000000)
> glVertex2f(109.000000,197.000000)
> glTexCoord2f(0.710938,0.125000)
> glVertex2f(109.000000,181.000000)
> glTexCoord2f(0.820313,0.125000)
> glVertex2f(109.000000,181.000000)
> glTexCoord2f(0.820313,0.000000)
> glVertex2f(109.000000,197.000000)
> glTexCoord2f(0.859375,0.000000)
> glVertex2f(114.000000,197.000000)
> glTexCoord2f(0.859375,0.125000)
> glVertex2f(114.000000,181.000000)
> glTexCoord2f(0.796875,0.625000)
> glVertex2f(114.000000,181.000000)
> glTexCoord2f(0.796875,0.500000)
> glVertex2f(114.000000,197.000000)
> glTexCoord2f(0.820313,0.500000)
> glVertex2f(117.000000,197.000000)
> glTexCoord2f(0.820313,0.625000)
> glVertex2f(117.000000,181.000000)
> glTexCoord2f(0.796875,0.625000)
> glVertex2f(117.000000,181.000000)
> glTexCoord2f(0.796875,0.500000)
> glVertex2f(117.000000,197.000000)
> glTexCoord2f(0.820313,0.500000)
> glVertex2f(120.000000,197.000000)
> glTexCoord2f(0.820313,0.625000)
> glVertex2f(120.000000,181.000000)
> glTexCoord2f(0.796875,0.625000)
> glVertex2f(120.000000,181.000000)
> glTexCoord2f(0.796875,0.500000)
> glVertex2f(120.000000,197.000000)
> glTexCoord2f(0.820313,0.500000)
> glVertex2f(123.000000,197.000000)
> glTexCoord2f(0.820313,0.625000)
> glVertex2f(123.000000,181.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glPopMatrix()
> glPushMatrix()
> glScissor(332,179,17,20)
> glColor4f(0.000000,0.500000,0.000000,1.000000)
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(333.000000,180.000000)
> glVertex2f(333.000000,198.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(347.000000,180.000000)
> glVertex2f(347.000000,198.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(333.000000,197.000000)
> glVertex2f(347.000000,197.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(333.000000,180.000000)
> glVertex2f(348.000000,180.000000)
> glEnd()
> glLineWidth(1.000000)
> glColor4f(0.000000,0.000000,0.000000,1.000000)
> glBegin(GL_QUADS)
> glVertex2f(334.000000,181.000000)
> glVertex2f(347.000000,181.000000)
> glVertex2f(347.000000,197.000000)
> glVertex2f(334.000000,197.000000)
> glEnd()
> glColor4f(0.000000,1.000000,0.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (7,2) ]
> glTexCoord2f(0.828125,0.375000)
> glVertex2f(336.000000,181.000000)
> glTexCoord2f(0.828125,0.250000)
> glVertex2f(336.000000,197.000000)
> glTexCoord2f(0.898438,0.250000)
> glVertex2f(345.000000,197.000000)
> glTexCoord2f(0.898438,0.375000)
> glVertex2f(345.000000,181.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glPopMatrix()
> glPopMatrix()
> glPushMatrix()
> glScissor(51,101,298,78)
> glPushMatrix()
> glScissor(76,126,250,18)
> glColor4f(0.000000,0.500000,0.000000,1.000000)
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(76.000000,126.000000)
> glVertex2f(76.000000,144.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(325.000000,126.000000)
> glVertex2f(325.000000,144.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(76.000000,143.000000)
> glVertex2f(325.000000,143.000000)
> glEnd()
> glLineWidth(1.000000)
> glBegin(GL_LINES)
> glVertex2f(76.000000,126.000000)
> glVertex2f(326.000000,126.000000)
> glEnd()
> glLineWidth(1.000000)
> glColor4f(0.500000,0.500000,0.500000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (7,2) ]
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(77.000000,127.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(77.000000,143.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(80.000000,143.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(80.000000,127.000000)
> glTexCoord2f(0.679688,0.250000)
> glVertex2f(80.000000,127.000000)
> glTexCoord2f(0.679688,0.125000)
> glVertex2f(80.000000,143.000000)
> glTexCoord2f(0.750000,0.125000)
> glVertex2f(89.000000,143.000000)
> glTexCoord2f(0.750000,0.250000)
> glVertex2f(89.000000,127.000000)
> glTexCoord2f(0.820313,0.125000)
> glVertex2f(89.000000,127.000000)
> glTexCoord2f(0.820313,0.000000)
> glVertex2f(89.000000,143.000000)
> glTexCoord2f(0.859375,0.000000)
> glVertex2f(94.000000,143.000000)
> glTexCoord2f(0.859375,0.125000)
> glVertex2f(94.000000,127.000000)
> glTexCoord2f(0.195313,0.125000)
> glVertex2f(94.000000,127.000000)
> glTexCoord2f(0.195313,0.000000)
> glVertex2f(94.000000,143.000000)
> glTexCoord2f(0.234375,0.000000)
> glVertex2f(99.000000,143.000000)
> glTexCoord2f(0.234375,0.125000)
> glVertex2f(99.000000,127.000000)
> glTexCoord2f(0.195313,0.125000)
> glVertex2f(99.000000,127.000000)
> glTexCoord2f(0.195313,0.000000)
> glVertex2f(99.000000,143.000000)
> glTexCoord2f(0.234375,0.000000)
> glVertex2f(104.000000,143.000000)
> glTexCoord2f(0.234375,0.125000)
> glVertex2f(104.000000,127.000000)
> glTexCoord2f(0.609375,0.125000)
> glVertex2f(104.000000,127.000000)
> glTexCoord2f(0.609375,0.000000)
> glVertex2f(104.000000,143.000000)
> glTexCoord2f(0.664063,0.000000)
> glVertex2f(111.000000,143.000000)
> glTexCoord2f(0.664063,0.125000)
> glVertex2f(111.000000,127.000000)
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(111.000000,127.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f(111.000000,143.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(114.000000,143.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(114.000000,127.000000)
> glTexCoord2f(0.539063,0.375000)
> glVertex2f(114.000000,127.000000)
> glTexCoord2f(0.539063,0.250000)
> glVertex2f(114.000000,143.000000)
> glTexCoord2f(0.601563,0.250000)
> glVertex2f(122.000000,143.000000)
> glTexCoord2f(0.601563,0.375000)
> glVertex2f(122.000000,127.000000)
> glTexCoord2f(0.195313,0.125000)
> glVertex2f(122.000000,127.000000)
> glTexCoord2f(0.195313,0.000000)
> glVertex2f(122.000000,143.000000)
> glTexCoord2f(0.234375,0.000000)
> glVertex2f(127.000000,143.000000)
> glTexCoord2f(0.234375,0.125000)
> glVertex2f(127.000000,127.000000)
> glTexCoord2f(0.000000,0.125000)
> glVertex2f(127.000000,127.000000)
> glTexCoord2f(0.000000,0.000000)
> glVertex2f(127.000000,143.000000)
> glTexCoord2f(0.046875,0.000000)
> glVertex2f(133.000000,143.000000)
> glTexCoord2f(0.046875,0.125000)
> glVertex2f(133.000000,127.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glColor4f(1.000000,1.000000,1.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,1)
> glBegin(GL_QUADS) Textures[ (7,1) ]
> glTexCoord2f(0.000000,0.625000)
> glVertex2f(315.000000,130.000000)
> glTexCoord2f(0.000000,0.000000)
> glVertex2f(315.000000,140.000000)
> glTexCoord2f(0.625000,0.000000)
> glVertex2f(325.000000,140.000000)
> glTexCoord2f(0.625000,0.625000)
> glVertex2f(325.000000,130.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glPopMatrix()
> glPopMatrix()
> glPopMatrix()
> glMatrixMode(GL_PROJECTION)
> glPopMatrix()
> glMatrixMode(GL_MODELVIEW)
> glPopMatrix()
> glPopAttrib()
> glColorMask(true,true,true,true)
> glFlush()
> glGetError()=GL_NO_ERROR
> wglSwapBuffers(0x91011499)=true
>

Whackjack

unread,
Sep 22, 2006, 12:13:16 PM9/22/06
to FengGUI-D...@googlegroups.com
Johannes,
  I grabbed the latest version of FengGUI and attempted to make it work
by assigning a texture to the box (using our little sample application).  For
some reason, it keeps crashing.  However, if I remove the texture it goes
back to the way it was before (i.e. not showing the menus correctly).
Did you do something special to make it work with a texture attached in jME?

Josh

> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (7,2) ]
> glTexCoord2f(0.296875,0.375000)
> glVertex2f(53.000000,181.000000)
> glTexCoord2f(0.296875,0.250000)
> glVertex2f( 53.000000,197.000000)
> glTexCoord2f(0.351563,0.250000)
> glVertex2f(60.000000,197.000000)
> glTexCoord2f(0.351563,0.375000)
> glVertex2f(60.000000,181.000000)
> glTexCoord2f(0.382813,0.125000 )
> glEnd()
> glColor4f(0.000000,1.000000,0.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (7,2) ]
> glTexCoord2f(0.828125,0.375000)
> glVertex2f(336.000000,181.000000)
> glTexCoord2f(0.828125,0.250000)
> glVertex2f(336.000000,197.000000)
> glTexCoord2f(0.898438,0.250000)
> glVertex2f( 345.000000,197.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (7,2) ]
> glTexCoord2f(0.890625,0.625000)
> glVertex2f(77.000000,127.000000)
> glTexCoord2f(0.890625,0.500000)
> glVertex2f( 77.000000,143.000000)
> glTexCoord2f(0.914063,0.500000)
> glVertex2f(80.000000,143.000000)
> glTexCoord2f(0.914063,0.625000)
> glVertex2f(80.000000,127.000000)
> glTexCoord2f(0.679688,0.250000 )

Johannes Schaback

unread,
Sep 22, 2006, 4:26:45 PM9/22/06
to FengGUI-D...@googlegroups.com
Hmm, that is odd. What does the error message say exactly?

I attached the java file I used to this mail.

Johannes

FengJME.java

Whackjack

unread,
Sep 22, 2006, 4:40:40 PM9/22/06
to FengGUI-D...@googlegroups.com
The only thing I get is this stacktrace:

org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
    at org.lwjgl.opengl.Util.checkGLError(Util.java:56)
    at org.lwjgl.opengl.Display.swapBuffers(Display.java :567)
    at org.lwjgl.opengl.Display.update(Display.java:583)
    at com.jme.renderer.lwjgl.LWJGLRenderer.displayBackBuffer(Unknown Source)
    at com.jme.app.BaseGame.start(Unknown Source)
    at FengJME.main (FengJME.java:318)

and the window closes before anything is drawn on the screen.
Again, if I don't try to set the texture on the box, then it won't crash.

> > > glColor4f( 0.000000,1.000000,0.000000,1.000000)
> > > glEnable(GL_TEXTURE_2D)
> > >
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> > > glBindTexture(GL_TEXTURE_2D,2)
> > > glBegin(GL_QUADS) Textures[ (7,2) ]
> > > glTexCoord2f(0.828125,0.375000)
> > > glVertex2f(336.000000,181.000000)
> > > glTexCoord2f(0.828125,0.250000)
> > > glVertex2f(336.000000,197.000000)
> > > glTexCoord2f( 0.898438,0.250000)
> > > glEnable(GL_TEXTURE_2D)
> > > glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,
> 8448.000000)
> > > glBindTexture(GL_TEXTURE_2D,2)
> > > glBegin(GL_QUADS) Textures[ (7,2) ]
> > > glTexCoord2f(0.890625,0.625000)
> > > glVertex2f(77.000000,127.000000)
> > > glTexCoord2f(0.890625,0.500000)
> > > glVertex2f( 77.000000,143.000000)
> > > glTexCoord2f( 0.914063,0.500000)

Johannes Schaback

unread,
Sep 22, 2006, 4:49:43 PM9/22/06
to FengGUI-D...@googlegroups.com
LWJGL has the nice feature to check the gl error buffer almost after
each operation. It is a very generic error message though, but usually
it's caused by some parameter that is out of range or something
(perhaps Rainer knows more on that). Does jME throw this message or
FengGUI? (we had several "invalid operation" problems lately in
FengGUI, but we fixed them all by now I hope).

Does my code crash as well in your environment?

Whackjack

unread,
Sep 22, 2006, 4:55:18 PM9/22/06
to FengGUI-D...@googlegroups.com
It doesn't crash when either jME or FengGUI is run by itself in that demo.
They work just fine.  It's only when you try to do both of them together.
I'm using that GLIntercept tool to look at the calls and see who caused
the problem.  Here's where the error occurs...

glOrtho(0.000000,640.000000,0.000000,480.000000,-1.000000,1.000000)

glMatrixMode(GL_MODELVIEW)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glShadeModel(GL_SMOOTH)
glDisable(GL_LIGHTING)
glDisable(GL_FOG)
glDisable(GL_DITHER)
glEnable(GL_SCISSOR_TEST)
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
glEnable(GL_NORMALIZE)
glDisable(GL_LINE_STIPPLE)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8449.000000)
glDisable(GL_TEXTURE_GEN_S) glGetError() =GL_INVALID_OPERATION

It looks like this actually is FengGUI code causing the problem.  However, it
doesn't manifest itself if jME rendering is disabled.
I'll attach the whole file.

> > > > > glTexCoord2f( 0.500000,0.125000 )
> > > > > glTexCoord2f( 0.500000,0.000000 )

> > > > > glVertex2f(99.000000,197.000000)
> > > > > glTexCoord2f( 0.531250,0.000000)
> > > > > glVertex2f(103.000000,197.000000)
> > > > > glTexCoord2f( 0.531250,0.125000)
> > > > > glVertex2f(103.000000,181.000000)
> > > > > glTexCoord2f( 0.664063,0.125000 )
> > > > > glVertex2f(103.000000,181.000000)
> > > > > glTexCoord2f( 0.664063,0.000000)
> > > > > glVertex2f(103.000000,197.000000)
> > > > > glTexCoord2f(0.710938,0.000000)
> > > > > glVertex2f( 109.000000,197.000000 )
> > > > > glTexCoord2f( 0.710938,0.125000)
> > > > > glVertex2f(109.000000,181.000000)
> > > > > glTexCoord2f(0.820313,0.125000)
> > > > > glVertex2f(109.000000,181.000000 )
> > > > > glTexCoord2f( 0.820313,0.000000)
> > > > > glVertex2f( 109.000000,197.000000)
> > > > > glTexCoord2f(0.859375,0.000000)
> > > > > glVertex2f(114.000000,197.000000)
> > > > > glTexCoord2f( 0.859375,0.125000)
> > > > > glVertex2f(114.000000,181.000000)
> > > > > glTexCoord2f(0.796875,0.625000 )
> > > > > glVertex2f(114.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.500000 )

> > > > > glVertex2f(114.000000,197.000000)
> > > > > glTexCoord2f(0.820313,0.500000)
> > > > > glVertex2f(117.000000,197.000000)
> > > > > glTexCoord2f( 0.820313,0.625000)
> > > > > glVertex2f( 117.000000,181.000000)
> > > > > glTexCoord2f(0.796875,0.625000)
> > > > > glVertex2f(117.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.500000)
> > > > > glVertex2f(117.000000,197.000000 )
> > > > > glTexCoord2f(0.820313,0.500000)
> > > > > glVertex2f(120.000000,197.000000)
> > > > > glTexCoord2f( 0.820313,0.625000)
> > > > > glVertex2f(120.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.625000)
> > > > > glVertex2f( 120.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.500000)
> > > > > glVertex2f(120.000000,197.000000)
> > > > > glTexCoord2f(0.820313,0.500000 )
> > > > > glVertex2f(123.000000,197.000000)
> > > > > glTexCoord2f( 0.820313,0.625000 )
> > > > > glColor4f( 0.000000 ,0.000000,0.000000,1.000000)
> > > > > glVertex2f( 99.000000,143.000000 )
> > > > > glVertex2f( 122.000000,127.000000 )

> > > > > glTexCoord2f(0.195313,0.125000)
> > > > > glVertex2f(122.000000,127.000000)
> > > > > glTexCoord2f(0.195313,0.000000)
> > > > > glVertex2f( 122.000000,143.000000)
> > > > > glTexCoord2f(0.234375,0.000000)
> > > > > glVertex2f( 127.000000,143.000000)
> > > > > glTexCoord2f(0.234375,0.125000)
> > > > > glVertex2f( 127.000000,127.000000 )

> > > > > glTexCoord2f(0.000000,0.125000)
> > > > > glVertex2f(127.000000,127.000000)
> > > > > glTexCoord2f(0.000000,0.000000 )
> > > > > glVertex2f( 127.000000,143.000000)
> > > > > glTexCoord2f( 0.046875,0.000000)
> > > > > glVertex2f(133.000000,143.000000)
> > > > > glTexCoord2f(0.046875,0.125000)
> > > > > glVertex2f( 133.000000,127.000000)
> > > > > glEnd()
> > > > > glDisable(GL_TEXTURE_2D)
> > > > > glColor4f(1.000000,1.000000,1.000000,1.000000)
> > > > > glEnable(GL_TEXTURE_2D)
> > > > >
> > >
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> > > > > glBindTexture(GL_TEXTURE_2D,1)
> > > > > glBegin(GL_QUADS) Textures[ (0,1) ]
> > > > > glTexCoord2f(0.000000,0.625000)
> > > > > glVertex2f(315.000000,130.000000)
> > > > > glTexCoord2f(0.000000,0.000000)
> > > > > glVertex2f( 315.000000,140.000000)
> > > > > glTexCoord2f( 0.625000,0.000000)
> > > > > glVertex2f(325.000000,140.000000)
> > > > > glTexCoord2f(0.625000,0.625000)
> > > > > glVertex2f( 325.000000,130.000000 )
> > > > > glBegin(GL_LINES)
> > > > > glVertex2f( 50.000000,199.000000)
> > > > > glVertex2f(349.000000 ,199.000000)
> > > > > glEnd()
> > > > > glLineWidth( 1.000000)
> > > > > glBegin(GL_LINES)
> > > > > glVertex2f(50.000000,100.000000 )
> > > > > glVertex2f(350.000000,100.000000)
> > > > > glEnd()
> > > > > glLineWidth( 1.000000)
> > > > > glColor4f( 1.000000,1.000000,1.000000,0.500000)
> > > > > glBegin(GL_QUADS)
> > > > > glVertex2f(51.000000,101.000000)
> > > > > glVertex2f( 349.000000,101.000000)
> > > > > glVertex2f(349.000000,199.000000)
> > > > > glVertex2f(51.000000,199.000000 )
> > > > > glEnd()
> > > > > glPushMatrix()
> > > > > glScissor(51,179,298,20)
> > > > > glPushMatrix()
> > > > > glScissor(51,179,281,20)
> > > > > glColor4f(0.000000,1.000000,0.000000,1.000000 )
> > > > > glEnable(GL_TEXTURE_2D)
> > > > > glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,
> > > 8448.000000)
> > > > > glBindTexture(GL_TEXTURE_2D,2)
> > > > > glBegin(GL_QUADS) Textures[ (7,2) ]
> > > > > glTexCoord2f(0.296875,0.375000)
> > > > > glVertex2f(53.000000,181.000000)
> > > > > glTexCoord2f( 0.296875,0.250000)
> > > > > glTexCoord2f( 0.500000,0.125000 )
> > > > > glTexCoord2f( 0.500000,0.000000 )

> > > > > glVertex2f(99.000000,197.000000)
> > > > > glTexCoord2f( 0.531250,0.000000)
> > > > > glVertex2f(103.000000,197.000000)
> > > > > glTexCoord2f( 0.531250,0.125000)
> > > > > glVertex2f(103.000000,181.000000)
> > > > > glTexCoord2f( 0.664063,0.125000 )
> > > > > glVertex2f(103.000000,181.000000)
> > > > > glTexCoord2f( 0.664063,0.000000)
> > > > > glVertex2f(103.000000,197.000000)
> > > > > glTexCoord2f(0.710938,0.000000)
> > > > > glVertex2f( 109.000000,197.000000 )
> > > > > glTexCoord2f( 0.710938,0.125000)
> > > > > glVertex2f(109.000000,181.000000)
> > > > > glTexCoord2f(0.820313,0.125000)
> > > > > glVertex2f(109.000000,181.000000 )
> > > > > glTexCoord2f( 0.820313,0.000000)
> > > > > glVertex2f( 109.000000,197.000000)
> > > > > glTexCoord2f(0.859375,0.000000)
> > > > > glVertex2f(114.000000,197.000000)
> > > > > glTexCoord2f( 0.859375,0.125000)
> > > > > glVertex2f(114.000000,181.000000)
> > > > > glTexCoord2f(0.796875,0.625000 )
> > > > > glVertex2f(114.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.500000 )

> > > > > glVertex2f(114.000000,197.000000)
> > > > > glTexCoord2f(0.820313,0.500000)
> > > > > glVertex2f(117.000000,197.000000)
> > > > > glTexCoord2f( 0.820313,0.625000)
> > > > > glVertex2f( 117.000000,181.000000)
> > > > > glTexCoord2f(0.796875,0.625000)
> > > > > glVertex2f(117.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.500000)
> > > > > glVertex2f(117.000000,197.000000 )
> > > > > glTexCoord2f(0.820313,0.500000)
> > > > > glVertex2f(120.000000,197.000000)
> > > > > glTexCoord2f( 0.820313,0.625000)
> > > > > glVertex2f(120.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.625000)
> > > > > glVertex2f( 120.000000,181.000000)
> > > > > glTexCoord2f( 0.796875,0.500000)
> > > > > glVertex2f(120.000000,197.000000)
> > > > > glTexCoord2f(0.820313,0.500000 )
> > > > > glVertex2f(123.000000,197.000000)
> > > > > glTexCoord2f( 0.820313,0.625000 )
> > > > > glColor4f( 0.000000 ,0.000000,0.000000,1.000000)

> > > > > glBegin(GL_QUADS)
> > > > > glVertex2f(334.000000 ,181.000000)
> > > > > glVertex2f(347.000000,181.000000)
> > > > > glVertex2f( 347.000000,197.000000)
> > > > > glVertex2f(334.000000,197.000000 )
> > > > > glEnd()
> > > > > glColor4f( 0.000000,1.000000,0.000000,1.000000)
> > > > > glEnable(GL_TEXTURE_2D)
> > > > >
> > >
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> > > > > glBindTexture(GL_TEXTURE_2D,2)
> > > > > glBegin(GL_QUADS) Textures[ (7,2) ]
> > > > > glTexCoord2f(0.828125,0.375000)
> > > > > glVertex2f(336.000000,181.000000)
> > > > > glTexCoord2f(0.828125,0.250000)
> > > > > glVertex2f( 336.000000,197.000000)
> > > > > glEnd()
> > > > > glLineWidth(1.000000)
> > > > > glColor4f(0.500000,0.500000,0.500000 ,1.000000)
> > > > > glEnable(GL_TEXTURE_2D)
> > > > > glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,
> > > 8448.000000)
> > > > > glBindTexture(GL_TEXTURE_2D,2)
> > > > > glBegin(GL_QUADS) Textures[ (7,2) ]
> > > > > glTexCoord2f(0.890625,0.625000)
> > > > > glVertex2f(77.000000,127.000000)
> > > > > glTexCoord2f(0.890625,0.500000)
> > > > > glVertex2f( 77.000000,143.000000)
> > > > > glTexCoord2f( 0.914063,0.500000)
> > > > > glVertex2f(80.000000,143.000000)
> > > > > glTexCoord2f(0.914063,0.625000)
> > > > > glVertex2f( 80.000000,127.000000)
> > > > > glTexCoord2f(0.679688,0.250000 )
> > > > > glVertex2f(80.000000,127.000000)
> > > > > glTexCoord2f(0.679688,0.125000)
> > > > > glVertex2f( 80.000000,143.000000)
> > > > > glTexCoord2f(0.750000,0.125000)
> > > > > glVertex2f( 89.000000,143.000000)
> > > > > glTexCoord2f( 0.750000,0.250000)
> > > > > glVertex2f( 89.000000,127.000000)
> > > > > glTexCoord2f(0.820313,0.125000)
> > > > > glVertex2f(89.000000,127.000000 )
> > > > > glTexCoord2f(0.820313,0.000000)
> > > > > glVertex2f( 89.000000,143.000000)
> > > > > glTexCoord2f(0.859375,0.000000)
> > > > > glVertex2f(94.000000,143.000000)
> > > > > glTexCoord2f( 0.859375,0.125000)
> > > > > glVertex2f( 94.000000,127.000000)
> > > > > glTexCoord2f(0.195313,0.125000)
> > > > > glVertex2f( 94.000000,127.000000)
> > > > > glTexCoord2f(0.195313,0.000000)
> > > > > glVertex2f( 94.000000,143.000000)
> > > > > glTexCoord2f(0.234375,0.000000)
> > > > > glVertex2f(99.000000,143.000000)
> > > > > glTexCoord2f(0.234375,0.125000 )
> > > > > glVertex2f( 99.000000,127.000000)
> > > > > glTexCoord2f(0.195313,0.125000)
> > > > > glVertex2f(99.000000,127.000000)
> > > > > glTexCoord2f(0.195313,0.000000)
> > > > > glVertex2f( 99.000000,143.000000 )
> > > > > glVertex2f( 122.000000,127.000000 )

> > > > > glTexCoord2f(0.195313,0.125000)
> > > > > glVertex2f(122.000000,127.000000)
> > > > > glTexCoord2f(0.195313,0.000000)
> > > > > glVertex2f( 122.000000,143.000000)
> > > > > glTexCoord2f(0.234375,0.000000)
> > > > > glVertex2f( 127.000000,143.000000)
> > > > > glTexCoord2f(0.234375,0.125000)
> > > > > glVertex2f( 127.000000,127.000000 )

> > > > > glTexCoord2f(0.000000,0.125000)
> > > > > glVertex2f(127.000000,127.000000)
> > > > > glTexCoord2f(0.000000,0.000000 )
> > > > > glVertex2f( 127.000000,143.000000)
> > > > > glTexCoord2f( 0.046875,0.000000)
> > > > > glVertex2f(133.000000,143.000000)
> > > > > glTexCoord2f(0.046875,0.125000)
> > > > > glVertex2f( 133.000000,127.000000)
> > > > > glEnd()
> > > > > glDisable(GL_TEXTURE_2D)
> > > > > glColor4f(1.000000,1.000000,1.000000,1.000000)
> > > > > glEnable(GL_TEXTURE_2D)
> > > > >
> > >
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> > > > > glBindTexture(GL_TEXTURE_2D,1)
> > > > > glBegin(GL_QUADS) Textures[ (7,1) ]
> > > > > glTexCoord2f(0.000000,0.625000)
> > > > > glVertex2f(315.000000,130.000000)
> > > > > glTexCoord2f(0.000000,0.000000)
> > > > > glVertex2f( 315.000000,140.000000)
> > > > > glTexCoord2f( 0.625000,0.000000)
> > > > > glVertex2f(325.000000,140.000000)
> > > > > glTexCoord2f(0.625000,0.625000)
> > > > > glVertex2f( 325.000000,130.000000 )
gliInterceptLog.txt

Johannes Schaback

unread,
Sep 22, 2006, 5:00:18 PM9/22/06
to FengGUI-D...@googlegroups.com
Hmm, it appears to be that this has something to do with the bug we
are tracing that hinders to get jME run with FengGUI... I am reading
the logs currently trying to understand whats happening... It feels a
bit like a Sherlock Holmes investigation :)

> GLIntercept version 0.5 Log generated on: Fri Sep 22 15:48:59 2006
>
> ===============================================================================
>
> wglChoosePixelFormat(0xa5011032,0x6f6cc)=3
> wglDescribePixelFormat(0xa5011032,3,40,0x6f6f4)=52
> wglDescribePixelFormat(0x4d011360,3,40,0x6f7f8)=52
> wglSetPixelFormat(0x4d011360,3,0x6f7f8)
> ----->wglGetPixelFormat(0x4d011360)=3 =true
> wglCreateContext(0x4d011360)
> ----->wglGetPixelFormat(0x4d011360)=3
> ----->wglDescribePixelFormat(0x4d011360,3,40,0x6f6c4)=52
> ----->wglGetPixelFormat(0x4d011360)=3 =0x10000
> wglGetCurrentDC()=0x0000
> wglGetCurrentContext()=0x0000
> wglMakeCurrent(0x4d011360,0x10000)
> ----->wglGetPixelFormat(0x4d011360)=3
> ----->wglGetPixelFormat(0x4d011360)=3 =true
> wglGetProcAddress("wglGetExtensionsStringARB")=0xb2999f0
> wglGetProcAddress("wglGetExtensionsStringEXT")=0xb299a50
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetCurrentDC()=0x4d011360
> wglGetExtensionsStringARB(0x4d011360)="WGL_ARB_extensions_string..."
> wglGetProcAddress("wglMakeContextCurrentARB")=0xb299ab0
> wglGetProcAddress("wglGetCurrentReadDCARB")=0xb299b10
> wglGetProcAddress("wglSwapIntervalEXT")=0xb299b70
> wglGetProcAddress("wglGetSwapIntervalEXT")=0xb299bd0
> wglGetProcAddress("wglBindTexImageARB")=0xb299c30
> wglGetProcAddress("wglReleaseTexImageARB")=0xb299c90
> wglGetProcAddress("wglSetPbufferAttribARB")=0xb299cf0
> wglGetProcAddress("wglGetPixelFormatAttribiv...")=0xb299d50
> wglGetProcAddress("wglGetPixelFormatAttribfv...")=0xb299db0
> wglGetProcAddress("wglChoosePixelFormatARB")=0xb299e10
> wglGetProcAddress("wglCreatePbufferARB")=0xb299e70
> wglGetProcAddress("wglGetPbufferDCARB")=0xb299ed0
> wglGetProcAddress("wglReleasePbufferDCARB")=0xb299f30
> wglGetProcAddress("wglDestroyPbufferARB")=0xb299f90
> wglGetProcAddress("wglQueryPbufferARB")=0xb299ff0
> wglMakeCurrent(0x0000,0x0000)=true
> wglGetPixelFormat(0x4d011360)=3
> wglDescribePixelFormat(0xdf0115f4,3,40,0x6f860)=52
> wglSetPixelFormat(0xdf0115f4,3,0x6f860)
> ----->wglGetPixelFormat(0xdf0115f4)=3 =true
> wglMakeCurrent(0xdf0115f4,0x10000)
> ----->wglGetPixelFormat(0xdf0115f4)=3
> ----->wglGetPixelFormat(0xdf0115f4)=3 =true
> wglGetProcAddress("glAccum")=0x0000
> wglGetProcAddress("glAlphaFunc")=0x0000
> wglGetProcAddress("glClearColor")=0x0000
> wglGetProcAddress("glClearAccum")=0x0000
> wglGetProcAddress("glClear")=0x0000
> wglGetProcAddress("glCallLists")=0x0000
> wglGetProcAddress("glCallList")=0x0000
> wglGetProcAddress("glBlendFunc")=0x0000
> wglGetProcAddress("glBitmap")=0x0000
> wglGetProcAddress("glBindTexture")=0x0000
> wglGetProcAddress("glPrioritizeTextures")=0x0000
> wglGetProcAddress("glAreTexturesResident")=0x0000
> wglGetProcAddress("glBegin")=0x0000
> wglGetProcAddress("glEnd")=0x0000
> wglGetProcAddress("glArrayElement")=0x0000
> wglGetProcAddress("glClearDepth")=0x0000
> wglGetProcAddress("glDeleteLists")=0x0000
> wglGetProcAddress("glDeleteTextures")=0x0000
> wglGetProcAddress("glCullFace")=0x0000
> wglGetProcAddress("glCopyTexSubImage2D")=0x0000
> wglGetProcAddress("glCopyTexSubImage1D")=0x0000
> wglGetProcAddress("glCopyTexImage2D")=0x0000
> wglGetProcAddress("glCopyTexImage1D")=0x0000
> wglGetProcAddress("glCopyPixels")=0x0000
> wglGetProcAddress("glColorPointer")=0x0000
> wglGetProcAddress("glColorMaterial")=0x0000
> wglGetProcAddress("glColorMask")=0x0000
> wglGetProcAddress("glColor3b")=0x0000
> wglGetProcAddress("glColor3f")=0x0000
> wglGetProcAddress("glColor3d")=0x0000
> wglGetProcAddress("glColor3ub")=0x0000
> wglGetProcAddress("glColor4b")=0x0000
> wglGetProcAddress("glColor4f")=0x0000
> wglGetProcAddress("glColor4d")=0x0000
> wglGetProcAddress("glColor4ub")=0x0000
> wglGetProcAddress("glClipPlane")=0x0000
> wglGetProcAddress("glClearStencil")=0x0000
> wglGetProcAddress("glEvalPoint1")=0x0000
> wglGetProcAddress("glEvalPoint2")=0x0000
> wglGetProcAddress("glEvalMesh1")=0x0000
> wglGetProcAddress("glEvalMesh2")=0x0000
> wglGetProcAddress("glEvalCoord1f")=0x0000
> wglGetProcAddress("glEvalCoord1d")=0x0000
> wglGetProcAddress("glEvalCoord2f")=0x0000
> wglGetProcAddress("glEvalCoord2d")=0x0000
> wglGetProcAddress("glEnableClientState")=0x0000
> wglGetProcAddress("glDisableClientState")=0x0000
> wglGetProcAddress("glEnable")=0x0000
> wglGetProcAddress("glDisable")=0x0000
> wglGetProcAddress("glEdgeFlagPointer")=0x0000
> wglGetProcAddress("glEdgeFlag")=0x0000
> wglGetProcAddress("glDrawPixels")=0x0000
> wglGetProcAddress("glDrawElements")=0x0000
> wglGetProcAddress("glDrawBuffer")=0x0000
> wglGetProcAddress("glDrawArrays")=0x0000
> wglGetProcAddress("glDepthRange")=0x0000
> wglGetProcAddress("glDepthMask")=0x0000
> wglGetProcAddress("glDepthFunc")=0x0000
> wglGetProcAddress("glFeedbackBuffer")=0x0000
> wglGetProcAddress("glGetPixelMapfv")=0x0000
> wglGetProcAddress("glGetPixelMapuiv")=0x0000
> wglGetProcAddress("glGetPixelMapusv")=0x0000
> wglGetProcAddress("glGetMaterialfv")=0x0000
> wglGetProcAddress("glGetMaterialiv")=0x0000
> wglGetProcAddress("glGetMapfv")=0x0000
> wglGetProcAddress("glGetMapdv")=0x0000
> wglGetProcAddress("glGetMapiv")=0x0000
> wglGetProcAddress("glGetLightfv")=0x0000
> wglGetProcAddress("glGetLightiv")=0x0000
> wglGetProcAddress("glGetError")=0x0000
> wglGetProcAddress("glGetClipPlane")=0x0000
> wglGetProcAddress("glGetBooleanv")=0x0000
> wglGetProcAddress("glGetDoublev")=0x0000
> wglGetProcAddress("glGetFloatv")=0x0000
> wglGetProcAddress("glGetIntegerv")=0x0000
> wglGetProcAddress("glGenTextures")=0x0000
> wglGetProcAddress("glGenLists")=0x0000
> wglGetProcAddress("glFrustum")=0x0000
> wglGetProcAddress("glFrontFace")=0x0000
> wglGetProcAddress("glFogf")=0x0000
> wglGetProcAddress("glFogi")=0x0000
> wglGetProcAddress("glFogfv")=0x0000
> wglGetProcAddress("glFogiv")=0x0000
> wglGetProcAddress("glFlush")=0x0000
> wglGetProcAddress("glFinish")=0x0000
> wglGetProcAddress("glGetPointerv")=0x0000
> wglGetProcAddress("glIsEnabled")=0x0000
> wglGetProcAddress("glInterleavedArrays")=0x0000
> wglGetProcAddress("glInitNames")=0x0000
> wglGetProcAddress("glHint")=0x0000
> wglGetProcAddress("glGetTexParameterfv")=0x0000
> wglGetProcAddress("glGetTexParameteriv")=0x0000
> wglGetProcAddress("glGetTexLevelParameterfv")=0x0000
> wglGetProcAddress("glGetTexLevelParameteriv")=0x0000
> wglGetProcAddress("glGetTexImage")=0x0000
> wglGetProcAddress("glGetTexGeniv")=0x0000
> wglGetProcAddress("glGetTexGenfv")=0x0000
> wglGetProcAddress("glGetTexGendv")=0x0000
> wglGetProcAddress("glGetTexEnviv")=0x0000
> wglGetProcAddress("glGetTexEnvfv")=0x0000
> wglGetProcAddress("glGetString")=0x0000
> wglGetProcAddress("glGetPolygonStipple")=0x0000
> wglGetProcAddress("glIsList")=0x0000
> wglGetProcAddress("glMaterialf")=0x0000
> wglGetProcAddress("glMateriali")=0x0000
> wglGetProcAddress("glMaterialfv")=0x0000
> wglGetProcAddress("glMaterialiv")=0x0000
> wglGetProcAddress("glMapGrid1f")=0x0000
> wglGetProcAddress("glMapGrid1d")=0x0000
> wglGetProcAddress("glMapGrid2f")=0x0000
> wglGetProcAddress("glMapGrid2d")=0x0000
> wglGetProcAddress("glMap2f")=0x0000
> wglGetProcAddress("glMap2d")=0x0000
> wglGetProcAddress("glMap1f")=0x0000
> wglGetProcAddress("glMap1d")=0x0000
> wglGetProcAddress("glLogicOp")=0x0000
> wglGetProcAddress("glLoadName")=0x0000
> wglGetProcAddress("glLoadMatrixf")=0x0000
> wglGetProcAddress("glLoadMatrixd")=0x0000
> wglGetProcAddress("glLoadIdentity")=0x0000
> wglGetProcAddress("glListBase")=0x0000
> wglGetProcAddress("glLineWidth")=0x0000
> wglGetProcAddress("glLineStipple")=0x0000
> wglGetProcAddress("glLightModelf")=0x0000
> wglGetProcAddress("glLightModeli")=0x0000
> wglGetProcAddress("glLightModelfv")=0x0000
> wglGetProcAddress("glLightModeliv")=0x0000
> wglGetProcAddress("glLightf")=0x0000
> wglGetProcAddress("glLighti")=0x0000
> wglGetProcAddress("glLightfv")=0x0000
> wglGetProcAddress("glLightiv")=0x0000
> wglGetProcAddress("glIsTexture")=0x0000
> wglGetProcAddress("glMatrixMode")=0x0000
> wglGetProcAddress("glPolygonStipple")=0x0000
> wglGetProcAddress("glPolygonOffset")=0x0000
> wglGetProcAddress("glPolygonMode")=0x0000
> wglGetProcAddress("glPointSize")=0x0000
> wglGetProcAddress("glPixelZoom")=0x0000
> wglGetProcAddress("glPixelTransferf")=0x0000
> wglGetProcAddress("glPixelTransferi")=0x0000
> wglGetProcAddress("glPixelStoref")=0x0000
> wglGetProcAddress("glPixelStorei")=0x0000
> wglGetProcAddress("glPixelMapfv")=0x0000
> wglGetProcAddress("glPixelMapuiv")=0x0000
> wglGetProcAddress("glPixelMapusv")=0x0000
> wglGetProcAddress("glPassThrough")=0x0000
> wglGetProcAddress("glOrtho")=0x0000
> wglGetProcAddress("glNormalPointer")=0x0000
> wglGetProcAddress("glNormal3b")=0x0000
> wglGetProcAddress("glNormal3f")=0x0000
> wglGetProcAddress("glNormal3d")=0x0000
> wglGetProcAddress("glNormal3i")=0x0000
> wglGetProcAddress("glNewList")=0x0000
> wglGetProcAddress("glEndList")=0x0000
> wglGetProcAddress("glMultMatrixf")=0x0000
> wglGetProcAddress("glMultMatrixd")=0x0000
> wglGetProcAddress("glShadeModel")=0x0000
> wglGetProcAddress("glSelectBuffer")=0x0000
> wglGetProcAddress("glScissor")=0x0000
> wglGetProcAddress("glScalef")=0x0000
> wglGetProcAddress("glScaled")=0x0000
> wglGetProcAddress("glRotatef")=0x0000
> wglGetProcAddress("glRenderMode")=0x0000
> wglGetProcAddress("glRectf")=0x0000
> wglGetProcAddress("glRectd")=0x0000
> wglGetProcAddress("glRecti")=0x0000
> wglGetProcAddress("glReadPixels")=0x0000
> wglGetProcAddress("glReadBuffer")=0x0000
> wglGetProcAddress("glRasterPos2f")=0x0000
> wglGetProcAddress("glRasterPos2d")=0x0000
> wglGetProcAddress("glRasterPos2i")=0x0000
> wglGetProcAddress("glRasterPos3f")=0x0000
> wglGetProcAddress("glRasterPos3d")=0x0000
> wglGetProcAddress("glRasterPos3i")=0x0000
> wglGetProcAddress("glRasterPos4f")=0x0000
> wglGetProcAddress("glRasterPos4d")=0x0000
> wglGetProcAddress("glRasterPos4i")=0x0000
> wglGetProcAddress("glPushName")=0x0000
> wglGetProcAddress("glPopName")=0x0000
> wglGetProcAddress("glPushMatrix")=0x0000
> wglGetProcAddress("glPopMatrix")=0x0000
> wglGetProcAddress("glPushClientAttrib")=0x0000
> wglGetProcAddress("glPopClientAttrib")=0x0000
> wglGetProcAddress("glPushAttrib")=0x0000
> wglGetProcAddress("glPopAttrib")=0x0000
> wglGetProcAddress("glStencilFunc")=0x0000
> wglGetProcAddress("glVertexPointer")=0x0000
> wglGetProcAddress("glVertex2f")=0x0000
> wglGetProcAddress("glVertex2d")=0x0000
> wglGetProcAddress("glVertex2i")=0x0000
> wglGetProcAddress("glVertex3f")=0x0000
> wglGetProcAddress("glVertex3d")=0x0000
> wglGetProcAddress("glVertex3i")=0x0000
> wglGetProcAddress("glVertex4f")=0x0000
> wglGetProcAddress("glVertex4d")=0x0000
> wglGetProcAddress("glVertex4i")=0x0000
> wglGetProcAddress("glTranslatef")=0x0000
> wglGetProcAddress("glTranslated")=0x0000
> wglGetProcAddress("glTexImage1D")=0x0000
> wglGetProcAddress("glTexImage2D")=0x0000
> wglGetProcAddress("glTexSubImage1D")=0x0000
> wglGetProcAddress("glTexSubImage2D")=0x0000
> wglGetProcAddress("glTexParameterf")=0x0000
> wglGetProcAddress("glTexParameteri")=0x0000
> wglGetProcAddress("glTexParameterfv")=0x0000
> wglGetProcAddress("glTexParameteriv")=0x0000
> wglGetProcAddress("glTexGenf")=0x0000
> wglGetProcAddress("glTexGend")=0x0000
> wglGetProcAddress("glTexGenfv")=0x0000
> wglGetProcAddress("glTexGendv")=0x0000
> wglGetProcAddress("glTexGeni")=0x0000
> wglGetProcAddress("glTexGeniv")=0x0000
> wglGetProcAddress("glTexEnvf")=0x0000
> wglGetProcAddress("glTexEnvi")=0x0000
> wglGetProcAddress("glTexEnvfv")=0x0000
> wglGetProcAddress("glTexEnviv")=0x0000
> wglGetProcAddress("glTexCoordPointer")=0x0000
> wglGetProcAddress("glTexCoord1f")=0x0000
> wglGetProcAddress("glTexCoord1d")=0x0000
> wglGetProcAddress("glTexCoord2f")=0x0000
> wglGetProcAddress("glTexCoord2d")=0x0000
> wglGetProcAddress("glTexCoord3f")=0x0000
> wglGetProcAddress("glTexCoord3d")=0x0000
> wglGetProcAddress("glTexCoord4f")=0x0000
> wglGetProcAddress("glTexCoord4d")=0x0000
> wglGetProcAddress("glStencilOp")=0x0000
> wglGetProcAddress("glStencilMask")=0x0000
> wglGetProcAddress("glViewport")=0x0000
> glGetString(GL_EXTENSIONS)="GL_ARB_multitexture GL_EX..."
> glGetString(GL_VERSION)="1.5.4334 WinXP Release"
> wglGetProcAddress("glBindBufferARB")=0xb29a050
> wglGetProcAddress("glDeleteBuffersARB")=0xb29a0b0
> wglGetProcAddress("glGenBuffersARB")=0xb29a110
> wglGetProcAddress("glIsBufferARB")=0xb29a170
> wglGetProcAddress("glBufferDataARB")=0xb29a1d0
> wglGetProcAddress("glBufferSubDataARB")=0xb29a230
> wglGetProcAddress("glGetBufferSubDataARB")=0xb29a290
> wglGetProcAddress("glMapBufferARB")=0xb29a2f0
> wglGetProcAddress("glUnmapBufferARB")=0xb29a350
> wglGetProcAddress("glGetBufferParameterivARB")=0xb29a3b0
> wglGetProcAddress("glGetBufferPointervARB")=0xb29a410
> wglGetProcAddress("glSampleCoverageARB")=0xb29a470
> wglGetProcAddress("glClientActiveTextureARB")=0xb29a4d0
> wglGetProcAddress("glActiveTextureARB")=0xb29a530
> wglGetProcAddress("glMultiTexCoord1fARB")=0xb29a590
> wglGetProcAddress("glMultiTexCoord1dARB")=0xb29a5f0
> wglGetProcAddress("glMultiTexCoord1iARB")=0xb29a650
> wglGetProcAddress("glMultiTexCoord1sARB")=0xb29a6b0
> wglGetProcAddress("glMultiTexCoord2fARB")=0xb29a710
> wglGetProcAddress("glMultiTexCoord2dARB")=0xb29a770
> wglGetProcAddress("glMultiTexCoord2iARB")=0xb29a7d0
> wglGetProcAddress("glMultiTexCoord2sARB")=0xb29a830
> wglGetProcAddress("glMultiTexCoord3fARB")=0xb29a890
> wglGetProcAddress("glMultiTexCoord3dARB")=0xb29a8f0
> wglGetProcAddress("glMultiTexCoord3iARB")=0xb29a950
> wglGetProcAddress("glMultiTexCoord3sARB")=0xb29a9b0
> wglGetProcAddress("glMultiTexCoord4fARB")=0xb29aa10
> wglGetProcAddress("glMultiTexCoord4dARB")=0xb29aa70
> wglGetProcAddress("glMultiTexCoord4iARB")=0xb29aad0
> wglGetProcAddress("glMultiTexCoord4sARB")=0xb29ab30
> wglGetProcAddress("glGenQueriesARB")=0xb29ab90
> wglGetProcAddress("glDeleteQueriesARB")=0xb29abf0
> wglGetProcAddress("glIsQueryARB")=0xb29ac50
> wglGetProcAddress("glBeginQueryARB")=0xb29acb0
> wglGetProcAddress("glEndQueryARB")=0xb29ad10
> wglGetProcAddress("glGetQueryivARB")=0xb29ad70
> wglGetProcAddress("glGetQueryObjectivARB")=0xb29add0
> wglGetProcAddress("glGetQueryObjectuivARB")=0xb29ae30
> wglGetProcAddress("glPointParameterfARB")=0xb29ae90
> wglGetProcAddress("glPointParameterfvARB")=0xb29aef0
> wglGetProcAddress("glProgramStringARB")=0xb29af50
> wglGetProcAddress("glBindProgramARB")=0xb29afb0
> wglGetProcAddress("glDeleteProgramsARB")=0xb29b010
> wglGetProcAddress("glGenProgramsARB")=0xb29b070
> wglGetProcAddress("glProgramEnvParameter4fAR...")=0xb29b0d0
> wglGetProcAddress("glProgramEnvParameter4dAR...")=0xb29b130
> wglGetProcAddress("glProgramEnvParameter4fvA...")=0xb29b190
> wglGetProcAddress("glProgramEnvParameter4dvA...")=0xb29b1f0
> wglGetProcAddress("glProgramLocalParameter4f...")=0xb29b250
> wglGetProcAddress("glProgramLocalParameter4d...")=0xb29b2b0
> wglGetProcAddress("glProgramLocalParameter4f...")=0xb29b310
> wglGetProcAddress("glProgramLocalParameter4d...")=0xb29b370
> wglGetProcAddress("glGetProgramEnvParameterf...")=0xb29b3d0
> wglGetProcAddress("glGetProgramEnvParameterd...")=0xb29b430
> wglGetProcAddress("glGetProgramLocalParamete...")=0xb29b490
> wglGetProcAddress("glGetProgramLocalParamete...")=0xb29b4f0
> wglGetProcAddress("glGetProgramivARB")=0xb29b550
> wglGetProcAddress("glGetProgramStringARB")=0xb29b5b0
> wglGetProcAddress("glIsProgramARB")=0xb29b610
> wglGetProcAddress("glDeleteObjectARB")=0xb29b670
> wglGetProcAddress("glGetHandleARB")=0xb29b6d0
> wglGetProcAddress("glDetachObjectARB")=0xb29b730
> wglGetProcAddress("glCreateShaderObjectARB")=0xb29b790
> wglGetProcAddress("glShaderSourceARB")=0xb29b7f0
> wglGetProcAddress("glCompileShaderARB")=0xb29b850
> wglGetProcAddress("glCreateProgramObjectARB")=0xb29b8b0
> wglGetProcAddress("glAttachObjectARB")=0xb29b910
> wglGetProcAddress("glLinkProgramARB")=0xb29b970
> wglGetProcAddress("glUseProgramObjectARB")=0xb29b9d0
> wglGetProcAddress("glValidateProgramARB")=0xb29ba30
> wglGetProcAddress("glUniform1fARB")=0xb29ba90
> wglGetProcAddress("glUniform2fARB")=0xb29baf0
> wglGetProcAddress("glUniform3fARB")=0xb29bb50
> wglGetProcAddress("glUniform4fARB")=0xb29bbb0
> wglGetProcAddress("glUniform1iARB")=0xb29bc10
> wglGetProcAddress("glUniform2iARB")=0xb29bc70
> wglGetProcAddress("glUniform3iARB")=0xb29bcd0
> wglGetProcAddress("glUniform4iARB")=0xb29bd30
> wglGetProcAddress("glUniform1fvARB")=0xb29bd90
> wglGetProcAddress("glUniform2fvARB")=0xb29bdf0
> wglGetProcAddress("glUniform3fvARB")=0xb29be50
> wglGetProcAddress("glUniform4fvARB")=0xb29beb0
> wglGetProcAddress("glUniform1ivARB")=0xb29bf10
> wglGetProcAddress("glUniform2ivARB")=0xb29bf70
> wglGetProcAddress("glUniform3ivARB")=0xb29bfd0
> wglGetProcAddress("glUniform4ivARB")=0xb29c030
> wglGetProcAddress("glUniformMatrix2fvARB")=0xb29c090
> wglGetProcAddress("glUniformMatrix3fvARB")=0xb29c0f0
> wglGetProcAddress("glUniformMatrix4fvARB")=0xb29c150
> wglGetProcAddress("glGetObjectParameterfvARB")=0xb29c1b0
> wglGetProcAddress("glGetObjectParameterivARB")=0xb29c210
> wglGetProcAddress("glGetInfoLogARB")=0xb29c270
> wglGetProcAddress("glGetAttachedObjectsARB")=0xb29c2d0
> wglGetProcAddress("glGetUniformLocationARB")=0xb29c330
> wglGetProcAddress("glGetActiveUniformARB")=0xb29c390
> wglGetProcAddress("glGetUniformfvARB")=0xb29c3f0
> wglGetProcAddress("glGetUniformivARB")=0xb29c450
> wglGetProcAddress("glGetShaderSourceARB")=0xb29c4b0
> wglGetProcAddress("glCompressedTexImage1DARB")=0xb29c510
> wglGetProcAddress("glCompressedTexImage2DARB")=0xb29c570
> wglGetProcAddress("glCompressedTexImage3DARB")=0xb29c5d0
> wglGetProcAddress("glCompressedTexSubImage1D...")=0xb29c630
> wglGetProcAddress("glCompressedTexSubImage2D...")=0xb29c690
> wglGetProcAddress("glCompressedTexSubImage3D...")=0xb29c6f0
> wglGetProcAddress("glGetCompressedTexImageAR...")=0xb29c750
> wglGetProcAddress("glLoadTransposeMatrixfARB")=0xb29c7b0
> wglGetProcAddress("glMultTransposeMatrixfARB")=0xb29c810
> wglGetProcAddress("glWeightbvARB")=0xb29c870
> wglGetProcAddress("glWeightsvARB")=0xb29c8d0
> wglGetProcAddress("glWeightivARB")=0xb29c930
> wglGetProcAddress("glWeightfvARB")=0xb29c990
> wglGetProcAddress("glWeightdvARB")=0xb29c9f0
> wglGetProcAddress("glWeightubvARB")=0xb29ca50
> wglGetProcAddress("glWeightusvARB")=0xb29cab0
> wglGetProcAddress("glWeightuivARB")=0xb29cb10
> wglGetProcAddress("glWeightPointerARB")=0xb29cb70
> wglGetProcAddress("glVertexBlendARB")=0xb29cbd0
> wglGetProcAddress("glVertexAttrib1sARB")=0xb29cc30
> wglGetProcAddress("glVertexAttrib1fARB")=0xb29cc90
> wglGetProcAddress("glVertexAttrib1dARB")=0xb29ccf0
> wglGetProcAddress("glVertexAttrib2sARB")=0xb29cd50
> wglGetProcAddress("glVertexAttrib2fARB")=0xb29cdb0
> wglGetProcAddress("glVertexAttrib2dARB")=0xb29ce10
> wglGetProcAddress("glVertexAttrib3sARB")=0xb29ce70
> wglGetProcAddress("glVertexAttrib3fARB")=0xb29ced0
> wglGetProcAddress("glVertexAttrib3dARB")=0xb29cf30
> wglGetProcAddress("glVertexAttrib4sARB")=0xb29cf90
> wglGetProcAddress("glVertexAttrib4fARB")=0xb29cff0
> wglGetProcAddress("glVertexAttrib4dARB")=0xb29d050
> wglGetProcAddress("glVertexAttrib4NubARB")=0xb29d0b0
> wglGetProcAddress("glVertexAttribPointerARB")=0xb29d110
> wglGetProcAddress("glEnableVertexAttribArray...")=0xb29d170
> wglGetProcAddress("glDisableVertexAttribArra...")=0xb29d1d0
> wglGetProcAddress("glGetVertexAttribfvARB")=0xb29d230
> wglGetProcAddress("glGetVertexAttribdvARB")=0xb29d290
> wglGetProcAddress("glGetVertexAttribivARB")=0xb29d2f0
> wglGetProcAddress("glGetVertexAttribPointerv...")=0xb29d350
> wglGetProcAddress("glVertexAttrib1sARB")=0xb29cc30
> wglGetProcAddress("glVertexAttrib1fARB")=0xb29cc90
> wglGetProcAddress("glVertexAttrib1dARB")=0xb29ccf0
> wglGetProcAddress("glVertexAttrib2sARB")=0xb29cd50
> wglGetProcAddress("glVertexAttrib2fARB")=0xb29cdb0
> wglGetProcAddress("glVertexAttrib2dARB")=0xb29ce10
> wglGetProcAddress("glVertexAttrib3sARB")=0xb29ce70
> wglGetProcAddress("glVertexAttrib3fARB")=0xb29ced0
> wglGetProcAddress("glVertexAttrib3dARB")=0xb29cf30
> wglGetProcAddress("glVertexAttrib4sARB")=0xb29cf90
> wglGetProcAddress("glVertexAttrib4fARB")=0xb29cff0
> wglGetProcAddress("glVertexAttrib4dARB")=0xb29d050
> wglGetProcAddress("glVertexAttrib4NubARB")=0xb29d0b0
> wglGetProcAddress("glVertexAttribPointerARB")=0xb29d110
> wglGetProcAddress("glEnableVertexAttribArray...")=0xb29d170
> wglGetProcAddress("glDisableVertexAttribArra...")=0xb29d1d0
> wglGetProcAddress("glBindAttribLocationARB")=0xb29d3b0
> wglGetProcAddress("glGetActiveAttribARB")=0xb29d410
> wglGetProcAddress("glGetAttribLocationARB")=0xb29d470
> wglGetProcAddress("glGetVertexAttribfvARB")=0xb29d230
> wglGetProcAddress("glGetVertexAttribdvARB")=0xb29d290
> wglGetProcAddress("glGetVertexAttribivARB")=0xb29d2f0
> wglGetProcAddress("glGetVertexAttribPointerv...")=0xb29d350
> wglGetProcAddress("glWindowPos2fARB")=0xb29d4d0
> wglGetProcAddress("glWindowPos2dARB")=0xb29d530
> wglGetProcAddress("glWindowPos2iARB")=0xb29d590
> wglGetProcAddress("glWindowPos2sARB")=0xb29d5f0
> wglGetProcAddress("glWindowPos3fARB")=0xb29d650
> wglGetProcAddress("glWindowPos3dARB")=0xb29d6b0
> wglGetProcAddress("glWindowPos3iARB")=0xb29d710
> wglGetProcAddress("glWindowPos3sARB")=0xb29d770
> wglGetProcAddress("glDrawBuffersATI")=0xb29d7d0
> wglGetProcAddress("glElementPointerATI")=0xb29d830
> wglGetProcAddress("glDrawElementArrayATI")=0xb29d890
> wglGetProcAddress("glDrawRangeElementArrayAT...")=0xb29d8f0
> wglGetProcAddress("glTexBumpParameterfvATI")=0xb29d950
> wglGetProcAddress("glTexBumpParameterivATI")=0xb29d9b0
> wglGetProcAddress("glGetTexBumpParameterfvAT...")=0xb29da10
> wglGetProcAddress("glGetTexBumpParameterivAT...")=0xb29da70
> wglGetProcAddress("glGenFragmentShadersATI")=0xb29dad0
> wglGetProcAddress("glBindFragmentShaderATI")=0xb29db30
> wglGetProcAddress("glDeleteFragmentShaderATI")=0xb29db90
> wglGetProcAddress("glBeginFragmentShaderATI")=0xb29dbf0
> wglGetProcAddress("glEndFragmentShaderATI")=0xb29dc50
> wglGetProcAddress("glPassTexCoordATI")=0xb29dcb0
> wglGetProcAddress("glSampleMapATI")=0xb29dd10
> wglGetProcAddress("glColorFragmentOp1ATI")=0xb29dd70
> wglGetProcAddress("glColorFragmentOp2ATI")=0xb29ddd0
> wglGetProcAddress("glColorFragmentOp3ATI")=0xb29de30
> wglGetProcAddress("glAlphaFragmentOp1ATI")=0xb29de90
> wglGetProcAddress("glAlphaFragmentOp2ATI")=0xb29def0
> wglGetProcAddress("glAlphaFragmentOp3ATI")=0xb29df50
> wglGetProcAddress("glSetFragmentShaderConsta...")=0xb29dfb0
> wglGetProcAddress("glMapObjectBufferATI")=0xb29e010
> wglGetProcAddress("glUnmapObjectBufferATI")=0xb29e070
> wglGetProcAddress("glStencilOpSeparateATI")=0xb29e0d0
> wglGetProcAddress("glStencilFuncSeparateATI")=0xb29e130
> wglGetProcAddress("glNewObjectBufferATI")=0xb29e190
> wglGetProcAddress("glIsObjectBufferATI")=0xb29e1f0
> wglGetProcAddress("glUpdateObjectBufferATI")=0xb29e250
> wglGetProcAddress("glGetObjectBufferfvATI")=0xb29e2b0
> wglGetProcAddress("glGetObjectBufferivATI")=0xb29e310
> wglGetProcAddress("glFreeObjectBufferATI")=0xb29e370
> wglGetProcAddress("glArrayObjectATI")=0xb29e3d0
> wglGetProcAddress("glGetArrayObjectfvATI")=0xb29e430
> wglGetProcAddress("glGetArrayObjectivATI")=0xb29e490
> wglGetProcAddress("glVariantArrayObjectATI")=0xb29e4f0
> wglGetProcAddress("glGetVariantArrayObjectfv...")=0xb29e550
> wglGetProcAddress("glGetVariantArrayObjectiv...")=0xb29e5b0
> wglGetProcAddress("glVertexAttribArrayObject...")=0xb29e610
> wglGetProcAddress("glGetVertexAttribArrayObj...")=0xb29e670
> wglGetProcAddress("glGetVertexAttribArrayObj...")=0xb29e6d0
> wglGetProcAddress("glVertexStream2fATI")=0xb29e730
> wglGetProcAddress("glVertexStream2dATI")=0xb29e790
> wglGetProcAddress("glVertexStream2iATI")=0xb29e7f0
> wglGetProcAddress("glVertexStream2sATI")=0xb29e850
> wglGetProcAddress("glVertexStream3fATI")=0xb29e8b0
> wglGetProcAddress("glVertexStream3dATI")=0xb29e910
> wglGetProcAddress("glVertexStream3iATI")=0xb29e970
> wglGetProcAddress("glVertexStream3sATI")=0xb29e9d0
> wglGetProcAddress("glVertexStream4fATI")=0xb29ea30
> wglGetProcAddress("glVertexStream4dATI")=0xb29ea90
> wglGetProcAddress("glVertexStream4iATI")=0xb29eaf0
> wglGetProcAddress("glVertexStream4sATI")=0xb29eb50
> wglGetProcAddress("glNormalStream3bATI")=0xb29ebb0
> wglGetProcAddress("glNormalStream3fATI")=0xb29ec10
> wglGetProcAddress("glNormalStream3dATI")=0xb29ec70
> wglGetProcAddress("glNormalStream3iATI")=0xb29ecd0
> wglGetProcAddress("glNormalStream3sATI")=0xb29ed30
> wglGetProcAddress("glClientActiveVertexStrea...")=0xb29ed90
> wglGetProcAddress("glVertexBlendEnvfATI")=0xb29edf0
> wglGetProcAddress("glVertexBlendEnviATI")=0xb29ee50
> wglGetProcAddress("glBlendFuncSeparateEXT")=0xb29eeb0
> wglGetProcAddress("glLockArraysEXT")=0xb29ef10
> wglGetProcAddress("glUnlockArraysEXT")=0xb29ef70
> wglGetProcAddress("glDrawRangeElementsEXT")=0xb29efd0
> wglGetProcAddress("glFogCoordfEXT")=0xb29f030
> wglGetProcAddress("glFogCoorddEXT")=0xb29f090
> wglGetProcAddress("glFogCoordPointerEXT")=0xb29f0f0
> wglGetProcAddress("glMultiDrawArraysEXT")=0xb29f150
> wglGetProcAddress("glPointParameterfEXT")=0xb29f1b0
> wglGetProcAddress("glPointParameterfvEXT")=0xb29f210
> wglGetProcAddress("glSecondaryColor3bEXT")=0xb29f270
> wglGetProcAddress("glSecondaryColor3fEXT")=0xb29f2d0
> wglGetProcAddress("glSecondaryColor3dEXT")=0xb29f330
> wglGetProcAddress("glSecondaryColor3ubEXT")=0xb29f390
> wglGetProcAddress("glSecondaryColorPointerEX...")=0xb29f3f0
> wglGetProcAddress("glBeginVertexShaderEXT")=0xb29f450
> wglGetProcAddress("glEndVertexShaderEXT")=0xb29f4b0
> wglGetProcAddress("glBindVertexShaderEXT")=0xb29f510
> wglGetProcAddress("glGenVertexShadersEXT")=0xb29f570
> wglGetProcAddress("glDeleteVertexShaderEXT")=0xb29f5d0
> wglGetProcAddress("glShaderOp1EXT")=0xb29f630
> wglGetProcAddress("glShaderOp2EXT")=0xb29f690
> wglGetProcAddress("glShaderOp3EXT")=0xb29f6f0
> wglGetProcAddress("glSwizzleEXT")=0xb29f750
> wglGetProcAddress("glWriteMaskEXT")=0xb29f7b0
> wglGetProcAddress("glInsertComponentEXT")=0xb29f810
> wglGetProcAddress("glExtractComponentEXT")=0xb29f870
> wglGetProcAddress("glGenSymbolsEXT")=0xb29f8d0
> wglGetProcAddress("glSetInvariantEXT")=0xb29f930
> wglGetProcAddress("glSetLocalConstantEXT")=0xb29f990
> wglGetProcAddress("glVariantbvEXT")=0xb29f9f0
> wglGetProcAddress("glVariantsvEXT")=0xb29fa50
> wglGetProcAddress("glVariantivEXT")=0xb29fab0
> wglGetProcAddress("glVariantfvEXT")=0xb29fb10
> wglGetProcAddress("glVariantdvEXT")=0xb29fb70
> wglGetProcAddress("glVariantubvEXT")=0xb29fbd0
> wglGetProcAddress("glVariantusvEXT")=0xb29fc30
> wglGetProcAddress("glVariantuivEXT")=0xb29fc90
> wglGetProcAddress("glVariantPointerEXT")=0xb29fcf0
> wglGetProcAddress("glEnableVariantClientStat...")=0xb29fd50
> wglGetProcAddress("glDisableVariantClientSta...")=0xb29fdb0
> wglGetProcAddress("glBindLightParameterEXT")=0xb29fe10
> wglGetProcAddress("glBindMaterialParameterEX...")=0xb29fe70
> wglGetProcAddress("glBindTexGenParameterEXT")=0xb29fed0
> wglGetProcAddress("glBindTextureUnitParamete...")=0xb29ff30
> wglGetProcAddress("glBindParameterEXT")=0xb29ff90
> wglGetProcAddress("glIsVariantEnabledEXT")=0xb29fff0
> wglGetProcAddress("glGetVariantBooleanvEXT")=0xb2a0050
> wglGetProcAddress("glGetVariantIntegervEXT")=0xb2a00b0
> wglGetProcAddress("glGetVariantFloatvEXT")=0xb2a0110
> wglGetProcAddress("glGetVariantPointervEXT")=0xb2a0170
> wglGetProcAddress("glGetInvariantBooleanvEXT")=0xb2a01d0
> wglGetProcAddress("glGetInvariantIntegervEXT")=0xb2a0230
> wglGetProcAddress("glGetInvariantFloatvEXT")=0xb2a0290
> wglGetProcAddress("glGetLocalConstantBoolean...")=0xb2a02f0
> wglGetProcAddress("glGetLocalConstantInteger...")=0xb2a0350
> wglGetProcAddress("glGetLocalConstantFloatvE...")=0xb2a03b0
> wglGetProcAddress("glDrawRangeElements")=0xb2a0410
> wglGetProcAddress("glTexImage3D")=0xb2a0470
> wglGetProcAddress("glTexSubImage3D")=0xb2a04d0
> wglGetProcAddress("glCopyTexSubImage3D")=0xb2a0530
> wglGetProcAddress("glActiveTexture")=0xb2a0590
> wglGetProcAddress("glClientActiveTexture")=0xb2a05f0
> wglGetProcAddress("glCompressedTexImage1D")=0xb2a0650
> wglGetProcAddress("glCompressedTexImage2D")=0xb2a06b0
> wglGetProcAddress("glCompressedTexImage3D")=0xb2a0710
> wglGetProcAddress("glCompressedTexSubImage1D")=0xb2a0770
> wglGetProcAddress("glCompressedTexSubImage2D")=0xb2a07d0
> wglGetProcAddress("glCompressedTexSubImage3D")=0xb2a0830
> wglGetProcAddress("glGetCompressedTexImage")=0xb2a0890
> wglGetProcAddress("glMultiTexCoord1f")=0xb2a08f0
> wglGetProcAddress("glMultiTexCoord1d")=0xb2a0950
> wglGetProcAddress("glMultiTexCoord2f")=0xb2a09b0
> wglGetProcAddress("glMultiTexCoord2d")=0xb2a0a10
> wglGetProcAddress("glMultiTexCoord3f")=0xb2a0a70
> wglGetProcAddress("glMultiTexCoord3d")=0xb2a0ad0
> wglGetProcAddress("glMultiTexCoord4f")=0xb2a0b30
> wglGetProcAddress("glMultiTexCoord4d")=0xb2a0b90
> wglGetProcAddress("glLoadTransposeMatrixf")=0xb2a0bf0
> wglGetProcAddress("glLoadTransposeMatrixd")=0xb2a0c50
> wglGetProcAddress("glMultTransposeMatrixf")=0xb2a0cb0
> wglGetProcAddress("glMultTransposeMatrixd")=0xb2a0d10
> wglGetProcAddress("glSampleCoverage")=0xb2a0d70
> wglGetProcAddress("glBlendEquation")=0xb2a0dd0
> wglGetProcAddress("glBlendColor")=0xb2a0e30
> wglGetProcAddress("glFogCoordf")=0xb2a0e90
> wglGetProcAddress("glFogCoordd")=0xb2a0ef0
> wglGetProcAddress("glFogCoordPointer")=0xb2a0f50
> wglGetProcAddress("glMultiDrawArrays")=0xb2a0fb0
> wglGetProcAddress("glPointParameteri")=0xb2a1010
> wglGetProcAddress("glPointParameterf")=0xb2a1070
> wglGetProcAddress("glPointParameteriv")=0xb2a10d0
> wglGetProcAddress("glPointParameterfv")=0xb2a1130
> wglGetProcAddress("glSecondaryColor3b")=0xb2a1190
> wglGetProcAddress("glSecondaryColor3f")=0xb2a11f0
> wglGetProcAddress("glSecondaryColor3d")=0xb2a1250
> wglGetProcAddress("glSecondaryColor3ub")=0xb2a12b0
> wglGetProcAddress("glSecondaryColorPointer")=0xb2a1310
> wglGetProcAddress("glBlendFuncSeparate")=0xb2a1370
> wglGetProcAddress("glWindowPos2f")=0xb2a13d0
> wglGetProcAddress("glWindowPos2d")=0xb2a1430
> wglGetProcAddress("glWindowPos2i")=0xb2a1490
> wglGetProcAddress("glWindowPos3f")=0xb2a14f0
> wglGetProcAddress("glWindowPos3d")=0xb2a1550
> wglGetProcAddress("glWindowPos3i")=0xb2a15b0
> wglGetProcAddress("glBindBuffer")=0xb2a1610
> wglGetProcAddress("glDeleteBuffers")=0xb2a1670
> wglGetProcAddress("glGenBuffers")=0xb2a16d0
> wglGetProcAddress("glIsBuffer")=0xb2a1730
> wglGetProcAddress("glBufferData")=0xb2a1790
> wglGetProcAddress("glBufferSubData")=0xb2a17f0
> wglGetProcAddress("glGetBufferSubData")=0xb2a1850
> wglGetProcAddress("glMapBuffer")=0xb2a18b0
> wglGetProcAddress("glUnmapBuffer")=0xb2a1910
> wglGetProcAddress("glGetBufferParameteriv")=0xb2a1970
> wglGetProcAddress("glGetBufferPointerv")=0xb2a19d0
> wglGetProcAddress("glGenQueries")=0xb2a1a30
> wglGetProcAddress("glDeleteQueries")=0xb2a1a90
> wglGetProcAddress("glIsQuery")=0xb2a1af0
> wglGetProcAddress("glBeginQuery")=0xb2a1b50
> wglGetProcAddress("glEndQuery")=0xb2a1bb0
> wglGetProcAddress("glGetQueryiv")=0xb2a1c10
> wglGetProcAddress("glGetQueryObjectiv")=0xb2a1c70
> wglGetProcAddress("glGetQueryObjectuiv")=0xb2a1cd0
> wglGetProcAddress("glGenOcclusionQueriesNV")=0xb2a1d30
> wglGetProcAddress("glDeleteOcclusionQueriesN...")=0xb2a1d90
> wglGetProcAddress("glIsOcclusionQueryNV")=0xb2a1df0
> wglGetProcAddress("glBeginOcclusionQueryNV")=0xb2a1e50
> wglGetProcAddress("glEndOcclusionQueryNV")=0xb2a1eb0
> wglGetProcAddress("glGetOcclusionQueryuivNV")=0xb2a1f10
> wglGetProcAddress("glGetOcclusionQueryivNV")=0xb2a1f70
> wglGetProcAddress("glPointParameteriNV")=0x0000
> glGetIntegerv(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH,0xb05b000)
> wglSwapIntervalEXT(0)=true
> glMatrixMode(GL_PROJECTION)
> glLoadIdentity()
> glOrtho(0.000000,640.000000,0.000000,480.000000,-1.000000,1.000000)
> glMatrixMode(GL_MODELVIEW)
> glLoadIdentity()
> glViewport(0,0,640,480)
> wglGetCurrentContext()=0x10000
> wglMakeCurrent(0xdf0115f4,0x10000)
> ----->wglGetPixelFormat(0xdf0115f4)=3
> ----->wglGetPixelFormat(0xdf0115f4)=3 =true
> glGetIntegerv(GL_MAX_TEXTURE_UNITS,0xb084000)
> glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,0xb085000)
> glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,0xb085000)
> glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,0xb087000)
> glMatrixMode(GL_PROJECTION)
> glLoadIdentity()
> glFrustum(-0.500000,0.500000,-0.500000,0.500000,1.000000,2.000000)
> glViewport(0,0,0,0)
> glMatrixMode(GL_MODELVIEW)
> glLoadIdentity()
> glMultMatrixf([-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000])
> glTranslatef(0.000000,0.000000,0.000000)
> glMatrixMode(GL_PROJECTION)
> glLoadIdentity()
> glFrustum(-0.500000,0.500000,-0.500000,0.500000,1.000000,2.000000)
> glViewport(0,0,640,480)
> glMatrixMode(GL_MODELVIEW)
> glLoadIdentity()
> glMultMatrixf([-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,1.000000])
> glTranslatef(0.000000,0.000000,0.000000)
> glClearColor(0.715867,0.760480,0.142408,1.000000)
> glMatrixMode(GL_PROJECTION)
> glLoadIdentity()
> glFrustum(-0.666667,0.666667,-0.500000,0.500000,1.000000,1000.000000)
> glMatrixMode(GL_MODELVIEW)
> glLoadIdentity()
> glMultMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000])
> glTranslatef(0.000000,0.000000,-15.000000)
> glMatrixMode(GL_PROJECTION)
> glLoadIdentity()
> glFrustum(-0.666667,0.666667,-0.500000,0.500000,1.000000,1000.000000)
> glViewport(0,0,640,480)
> glMatrixMode(GL_MODELVIEW)
> glLoadIdentity()
> glMultMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000])
> glTranslatef(0.000000,0.000000,-15.000000)


> glClear(GL_COLOR_BUFFER_BIT)
> glDisable(GL_DEPTH_TEST)
> glDepthFunc(GL_ALWAYS)
> glDepthMask(true)
> glClear(GL_DEPTH_BUFFER_BIT)
> glDisable(GL_BLEND)
> glDisable(GL_ALPHA_TEST)
> glDisable(GL_DITHER)
> glDisable(GL_FOG)
> glEnable(GL_LIGHTING)
> glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,0)
> glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,0)
> glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,33273)
> glEnable(GL_LIGHT0)

> glLightfv(GL_LIGHT0,GL_AMBIENT,0xb09e000)
> glLightfv(GL_LIGHT0,GL_DIFFUSE,0xb09e000)
> glLightfv(GL_LIGHT0,GL_SPECULAR,0xb09e000)
> glLightf(GL_LIGHT0,GL_CONSTANT_ATTENUATION,1.000000)
> glLightf(GL_LIGHT0,GL_LINEAR_ATTENUATION,0.000000)
> glLightf(GL_LIGHT0,GL_QUADRATIC_ATTENUATION,0.000000)
> glLightfv(GL_LIGHT0,GL_POSITION,0xb09e000)
> glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180.000000)
> glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,0xb09e000)
> glLightf(GL_LIGHT0,GL_SPOT_EXPONENT,0.000000)


> glDisable(GL_LIGHT1)
> glDisable(GL_LIGHT2)
> glDisable(GL_LIGHT3)
> glDisable(GL_LIGHT4)
> glDisable(GL_LIGHT5)
> glDisable(GL_LIGHT6)
> glDisable(GL_LIGHT7)

> glLightModelfv(GL_LIGHT_MODEL_AMBIENT,0xb09e000)
> glDisable(GL_COLOR_MATERIAL)
> glMaterialfv(GL_FRONT,GL_EMISSION,0xb08a000)
> glMaterialfv(GL_FRONT,GL_AMBIENT,0xb08a000)
> glMaterialfv(GL_FRONT,GL_DIFFUSE,0xb08a000)
> glMaterialfv(GL_FRONT,GL_SPECULAR,0xb08a000)
> glMaterialf(GL_FRONT,GL_SHININESS,0.000000)
> glShadeModel(GL_SMOOTH)
> glActiveTexture(GL_TEXTURE0)
> glEnable(GL_TEXTURE_2D)
> glMatrixMode(GL_TEXTURE)
> glLoadIdentity()
> glMatrixMode(GL_MODELVIEW)
> glGenTextures(1,0xb083000)
> glBindTexture(GL_TEXTURE_2D,1)
> glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAX_ANISOTROPY_EXT,1.000000)
> glPixelStorei(GL_UNPACK_ALIGNMENT,1)
> glTexImage2D(GL_TEXTURE_2D,0,GL_COMPRESSED_RGB_S3TC_DXT1_EXT,512,512,0,GL_RGB,GL_UNSIGNED_BYTE,0xcc51000)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
> glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST)
> glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE)
> glDisable(GL_TEXTURE_GEN_Q)
> glDisable(GL_TEXTURE_GEN_R)
> glDisable(GL_TEXTURE_GEN_S)
> glDisable(GL_TEXTURE_GEN_T)
> glTexEnvfv(GL_TEXTURE_ENV,GL_TEXTURE_ENV_COLOR,0xb0a8000)


> glActiveTexture(GL_TEXTURE1)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE2)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE3)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE4)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE5)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE6)
> glDisable(GL_TEXTURE_2D)
> glActiveTexture(GL_TEXTURE7)
> glDisable(GL_TEXTURE_2D)

> glActiveTexture(GL_TEXTURE8)
> glActiveTexture(GL_TEXTURE9)
> glActiveTexture(GL_TEXTURE10)
> glActiveTexture(GL_TEXTURE11)
> glActiveTexture(GL_TEXTURE12)
> glActiveTexture(GL_TEXTURE13)
> glActiveTexture(GL_TEXTURE14)
> glActiveTexture(GL_TEXTURE15)


> glLineWidth(1.000000)
> glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
> glEnable(GL_DEPTH_TEST)
> glDepthFunc(GL_LEQUAL)
> glDepthMask(true)
> glDisable(GL_CULL_FACE)
> glDisable(GL_VERTEX_PROGRAM_ARB)
> glDisable(GL_FRAGMENT_PROGRAM_ARB)
> glDisable(GL_STENCIL_TEST)
> glUseProgramObjectARB(0)
> glColorMask(true,true,true,true)
> glDisable(GL_CLIP_PLANE0)
> glDisable(GL_CLIP_PLANE1)
> glDisable(GL_CLIP_PLANE2)
> glDisable(GL_CLIP_PLANE3)
> glDisable(GL_CLIP_PLANE4)
> glDisable(GL_CLIP_PLANE5)
> glMatrixMode(GL_MODELVIEW)
> glPushMatrix()
> glRotatef(35.213924,0.698575,0.698575,-0.154870)
> glEnableClientState(GL_VERTEX_ARRAY)

> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0xb066000)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0xb066000)
> glVertexPointer(3,GL_FLOAT,0,0xb098000)
> glEnableClientState(GL_NORMAL_ARRAY)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0xb066000)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0xb066000)
> glNormalPointer(GL_FLOAT,0,0xb0a4000)
> glDisableClientState(GL_COLOR_ARRAY)
> glColor4f(1.000000,1.000000,1.000000,1.000000)
> glClientActiveTexture(GL_TEXTURE0)
> glEnableClientState(GL_TEXTURE_COORD_ARRAY)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0xb066000)
> glGetIntegerv(GL_ARRAY_BUFFER_BINDING,0xb066000)
> glTexCoordPointer(2,GL_FLOAT,0,0xb0a5000)
> glLockArraysEXT(0,24)
> glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING,0xb066000)
> glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING,0xb066000)
> glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0xb0a7000)
> Textures[ (0,1) ]


> glUnlockArraysEXT()
> glMatrixMode(GL_MODELVIEW)
> glPopMatrix()
> glPushAttrib(GL_CURRENT_BIT | GL_POINT_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
> GL_POLYGON_STIPPLE_BIT | GL_PIXEL_MODE_BIT | GL_LIGHTING_BIT | GL_FOG_BIT |
> GL_DEPTH_BUFFER_BIT | GL_ACCUM_BUFFER_BIT | GL_STENCIL_BUFFER_BIT |
> GL_VIEWPORT_BIT | GL_TRANSFORM_BIT | GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT |
> GL_HINT_BIT | GL_EVAL_BIT | GL_LIST_BIT | GL_TEXTURE_BIT | GL_SCISSOR_BIT)
> glViewport(0,0,640,480)
> glMatrixMode(GL_MODELVIEW)
> glPushMatrix()
> glLoadIdentity()
> glMatrixMode(GL_PROJECTION)
> glPushMatrix()
> glLoadIdentity()

> glOrtho(0.000000,640.000000,0.000000,480.000000,-1.000000,1.000000)
> glMatrixMode(GL_MODELVIEW)
> glEnable(GL_BLEND)
> glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
> glEnable(GL_DEPTH_TEST)
> glDepthFunc(GL_LEQUAL)
> glShadeModel(GL_SMOOTH)
> glDisable(GL_LIGHTING)
> glDisable(GL_FOG)
> glDisable(GL_DITHER)
> glEnable(GL_SCISSOR_TEST)
> glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
> glEnable(GL_NORMALIZE)
> glDisable(GL_LINE_STIPPLE)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8449.000000)
> glDisable(GL_TEXTURE_GEN_S) glGetError() =GL_INVALID_OPERATION

> glDisable(GL_CULL_FACE)
> glEnable(GL_NORMALIZE)
> glFrontFace(GL_CW)
> glCullFace(GL_BACK)
> glDisable(GL_TEXTURE_2D)
> glDisable(GL_TEXTURE_1D)
> glPushMatrix()

> glScissor(0,464,640,16)
> glBegin(GL_QUADS) Textures[ (0,1) ]
> glColor4f(1.000000,1.000000,1.000000,1.000000)
> glVertex2f(0.000000,464.000000)
> glColor4f(1.000000,1.000000,1.000000,0.500000)
> glVertex2f(640.000000,464.000000)
> glColor4f(1.000000,1.000000,1.000000,0.500000)
> glVertex2f(640.000000,480.000000)
> glColor4f(1.000000,1.000000,1.000000,1.000000)
> glVertex2f(0.000000,480.000000)
> glEnd()
> glColor4f(0.000000,0.000000,0.000000,1.000000)
> glEnable(GL_TEXTURE_2D)
> glGenTextures(1,0xb108000)
> glBindTexture(GL_TEXTURE_2D,2)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT)
> glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT)
> glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,128,128,0,GL_RGBA,GL_UNSIGNED_BYTE,0xb113000)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,1) ]
> glTexCoord2f(0.140625,0.375000)
> glVertex2f(5.000000,464.000000)
> glTexCoord2f(0.140625,0.250000)
> glVertex2f(5.000000,480.000000)
> glTexCoord2f(0.195313,0.250000)
> glVertex2f(12.000000,480.000000)
> glTexCoord2f(0.195313,0.375000)
> glVertex2f(12.000000,464.000000)
> glTexCoord2f(0.718750,0.125000)
> glVertex2f(12.000000,464.000000)
> glTexCoord2f(0.718750,0.000000)
> glVertex2f(12.000000,480.000000)
> glTexCoord2f(0.750000,0.000000)
> glVertex2f(16.000000,480.000000)
> glTexCoord2f(0.750000,0.125000)
> glVertex2f(16.000000,464.000000)
> glTexCoord2f(0.570313,0.125000)
> glVertex2f(16.000000,464.000000)
> glTexCoord2f(0.570313,0.000000)
> glVertex2f(16.000000,480.000000)
> glTexCoord2f(0.617188,0.000000)
> glVertex2f(22.000000,480.000000)
> glTexCoord2f(0.617188,0.125000)
> glVertex2f(22.000000,464.000000)
> glTexCoord2f(0.250000,0.125000)
> glVertex2f(22.000000,464.000000)
> glTexCoord2f(0.250000,0.000000)
> glVertex2f(22.000000,480.000000)
> glTexCoord2f(0.289063,0.000000)
> glVertex2f(27.000000,480.000000)
> glTexCoord2f(0.289063,0.125000)
> glVertex2f(27.000000,464.000000)
> glTexCoord2f(0.718750,0.125000)
> glVertex2f(27.000000,464.000000)
> glTexCoord2f(0.718750,0.000000)
> glVertex2f(27.000000,480.000000)
> glTexCoord2f(0.750000,0.000000)
> glVertex2f(31.000000,480.000000)
> glTexCoord2f(0.750000,0.125000)
> glVertex2f(31.000000,464.000000)
> glTexCoord2f(0.000000,0.125000)
> glVertex2f(31.000000,464.000000)
> glTexCoord2f(0.000000,0.000000)
> glVertex2f(31.000000,480.000000)
> glTexCoord2f(0.039063,0.000000)
> glVertex2f(36.000000,480.000000)
> glTexCoord2f(0.039063,0.125000)
> glVertex2f(36.000000,464.000000)
> glTexCoord2f(0.453125,0.125000)
> glVertex2f(36.000000,464.000000)
> glTexCoord2f(0.453125,0.000000)
> glVertex2f(36.000000,480.000000)
> glTexCoord2f(0.523438,0.000000)
> glVertex2f(45.000000,480.000000)
> glTexCoord2f(0.523438,0.125000)
> glVertex2f(45.000000,464.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,1) ]
> glTexCoord2f(0.570313,0.375000)
> glVertex2f(55.000000,464.000000)
> glTexCoord2f(0.570313,0.250000)
> glVertex2f(55.000000,480.000000)
> glTexCoord2f(0.656250,0.250000)
> glVertex2f(66.000000,480.000000)
> glTexCoord2f(0.656250,0.375000)
> glVertex2f(66.000000,464.000000)
> glTexCoord2f(0.335938,0.125000)
> glVertex2f(66.000000,464.000000)
> glTexCoord2f(0.335938,0.000000)
> glVertex2f(66.000000,480.000000)
> glTexCoord2f(0.359375,0.000000)
> glVertex2f(69.000000,480.000000)
> glTexCoord2f(0.359375,0.125000)
> glVertex2f(69.000000,464.000000)
> glTexCoord2f(0.125000,0.125000)
> glVertex2f(69.000000,464.000000)
> glTexCoord2f(0.125000,0.000000)
> glVertex2f(69.000000,480.000000)
> glTexCoord2f(0.171875,0.000000)
> glVertex2f(75.000000,480.000000)
> glTexCoord2f(0.171875,0.125000)
> glVertex2f(75.000000,464.000000)
> glTexCoord2f(0.250000,0.125000)
> glVertex2f(75.000000,464.000000)
> glTexCoord2f(0.250000,0.000000)
> glVertex2f(75.000000,480.000000)
> glTexCoord2f(0.289063,0.000000)
> glVertex2f(80.000000,480.000000)
> glTexCoord2f(0.289063,0.125000)
> glVertex2f(80.000000,464.000000)
> glTexCoord2f(0.171875,0.125000)
> glVertex2f(80.000000,464.000000)
> glTexCoord2f(0.171875,0.000000)
> glVertex2f(80.000000,480.000000)
> glTexCoord2f(0.210938,0.000000)
> glVertex2f(85.000000,480.000000)
> glTexCoord2f(0.210938,0.125000)
> glVertex2f(85.000000,464.000000)
> glTexCoord2f(0.789063,0.125000)
> glVertex2f(85.000000,464.000000)
> glTexCoord2f(0.789063,0.000000)
> glVertex2f(85.000000,480.000000)
> glTexCoord2f(0.820313,0.000000)
> glVertex2f(89.000000,480.000000)
> glTexCoord2f(0.820313,0.125000)
> glVertex2f(89.000000,464.000000)
> glTexCoord2f(0.750000,0.125000)
> glVertex2f(89.000000,464.000000)
> glTexCoord2f(0.750000,0.000000)
> glVertex2f(89.000000,480.000000)
> glTexCoord2f(0.789063,0.000000)
> glVertex2f(94.000000,480.000000)
> glTexCoord2f(0.789063,0.125000)
> glVertex2f(94.000000,464.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,1) ]
> glTexCoord2f(0.851563,0.250000)
> glVertex2f(104.000000,464.000000)
> glTexCoord2f(0.851563,0.125000)
> glVertex2f(104.000000,480.000000)
> glTexCoord2f(0.945313,0.125000)
> glVertex2f(116.000000,480.000000)
> glTexCoord2f(0.945313,0.250000)
> glVertex2f(116.000000,464.000000)
> glTexCoord2f(0.335938,0.125000)
> glVertex2f(116.000000,464.000000)
> glTexCoord2f(0.335938,0.000000)
> glVertex2f(116.000000,480.000000)
> glTexCoord2f(0.359375,0.000000)
> glVertex2f(119.000000,480.000000)
> glTexCoord2f(0.359375,0.125000)
> glVertex2f(119.000000,464.000000)
> glTexCoord2f(0.750000,0.125000)
> glVertex2f(119.000000,464.000000)
> glTexCoord2f(0.750000,0.000000)
> glVertex2f(119.000000,480.000000)
> glTexCoord2f(0.789063,0.000000)
> glVertex2f(124.000000,480.000000)
> glTexCoord2f(0.789063,0.125000)
> glVertex2f(124.000000,464.000000)
> glTexCoord2f(0.085938,0.125000)
> glVertex2f(124.000000,464.000000)
> glTexCoord2f(0.085938,0.000000)
> glVertex2f(124.000000,480.000000)
> glTexCoord2f(0.125000,0.000000)
> glVertex2f(129.000000,480.000000)
> glTexCoord2f(0.125000,0.125000)
> glVertex2f(129.000000,464.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,1) ]
> glTexCoord2f(0.375000,0.375000)
> glVertex2f(139.000000,464.000000)
> glTexCoord2f(0.375000,0.250000)
> glVertex2f(139.000000,480.000000)
> glTexCoord2f(0.437500,0.250000)
> glVertex2f(147.000000,480.000000)
> glTexCoord2f(0.437500,0.375000)
> glVertex2f(147.000000,464.000000)
> glTexCoord2f(0.289063,0.125000)
> glVertex2f(147.000000,464.000000)
> glTexCoord2f(0.289063,0.000000)
> glVertex2f(147.000000,480.000000)
> glTexCoord2f(0.335938,0.000000)
> glVertex2f(153.000000,480.000000)
> glTexCoord2f(0.335938,0.125000)
> glVertex2f(153.000000,464.000000)
> glTexCoord2f(0.171875,0.125000)
> glVertex2f(153.000000,464.000000)
> glTexCoord2f(0.171875,0.000000)
> glVertex2f(153.000000,480.000000)
> glTexCoord2f(0.210938,0.000000)
> glVertex2f(158.000000,480.000000)
> glTexCoord2f(0.210938,0.125000)
> glVertex2f(158.000000,464.000000)
> glTexCoord2f(0.453125,0.125000)
> glVertex2f(158.000000,464.000000)
> glTexCoord2f(0.453125,0.000000)
> glVertex2f(158.000000,480.000000)
> glTexCoord2f(0.523438,0.000000)
> glVertex2f(167.000000,480.000000)
> glTexCoord2f(0.523438,0.125000)
> glVertex2f(167.000000,464.000000)
> glTexCoord2f(0.171875,0.125000)
> glVertex2f(167.000000,464.000000)
> glTexCoord2f(0.171875,0.000000)
> glVertex2f(167.000000,480.000000)
> glTexCoord2f(0.210938,0.000000)
> glVertex2f(172.000000,480.000000)
> glTexCoord2f(0.210938,0.125000)
> glVertex2f(172.000000,464.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)
> glEnable(GL_TEXTURE_2D)
> glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,8448.000000)
> glBindTexture(GL_TEXTURE_2D,2)
> glBegin(GL_QUADS) Textures[ (0,1) ]
> glTexCoord2f(0.585938,0.250000)
> glVertex2f(182.000000,464.000000)
> glTexCoord2f(0.585938,0.125000)
> glVertex2f(182.000000,480.000000)
> glTexCoord2f(0.656250,0.125000)
> glVertex2f(191.000000,480.000000)
> glTexCoord2f(0.656250,0.250000)
> glVertex2f(191.000000,464.000000)
> glTexCoord2f(0.171875,0.125000)
> glVertex2f(191.000000,464.000000)
> glTexCoord2f(0.171875,0.000000)
> glVertex2f(191.000000,480.000000)
> glTexCoord2f(0.210938,0.000000)
> glVertex2f(196.000000,480.000000)
> glTexCoord2f(0.210938,0.125000)
> glVertex2f(196.000000,464.000000)
> glTexCoord2f(0.429688,0.125000)
> glVertex2f(196.000000,464.000000)
> glTexCoord2f(0.429688,0.000000)
> glVertex2f(196.000000,480.000000)
> glTexCoord2f(0.453125,0.000000)
> glVertex2f(199.000000,480.000000)
> glTexCoord2f(0.453125,0.125000)
> glVertex2f(199.000000,464.000000)
> glTexCoord2f(0.617188,0.125000)
> glVertex2f(199.000000,464.000000)
> glTexCoord2f(0.617188,0.000000)
> glVertex2f(199.000000,480.000000)
> glTexCoord2f(0.671875,0.000000)
> glVertex2f(206.000000,480.000000)
> glTexCoord2f(0.671875,0.125000)
> glVertex2f(206.000000,464.000000)
> glEnd()
> glDisable(GL_TEXTURE_2D)


> glPopMatrix()
> glMatrixMode(GL_PROJECTION)
> glPopMatrix()
> glMatrixMode(GL_MODELVIEW)
> glPopMatrix()
> glPopAttrib()
> glColorMask(true,true,true,true)
> glFlush()

> glGetError()=GL_INVALID_OPERATION
> wglGetCurrentContext()=0x10000
> wglMakeCurrent(0x0000,0x0000)=true
> wglGetCurrentContext()=0x0000
> wglDeleteContext(0x10000)=true
>

Johannes Schaback

unread,
Sep 22, 2006, 5:22:01 PM9/22/06
to FengGUI-D...@googlegroups.com
Maybe I found a lead: The whole glDisable(GL_TEXTURE_GEN_S) makes
actually no sense, because we do not define a texture generation
function that actually provides value for generating textures along
the s-axis. The specs about GL_TEXTURE_GEN_S say: "If enabled, the s
texture coordinate is computed using the texture generation function
defined with glTexGen. Otherwise, the current s texture coordinate is
used." But we don't setup glTexGen before calling
glDisable(GL_TEXTURE_GEN_S)...

Josh, can you try to remove glDisable(GL_TEXTURE_GEN_S) in
org.fenggui.render.lwjgl.LWJGLOpenGL.java, line 302 and try again?
Removing the line does not affect the rendering on my machine, but it
doesn't crash on my machine so I cannot check if it helps.

Johannes Schaback

unread,
Sep 22, 2006, 8:33:20 PM9/22/06
to FengGUI-D...@googlegroups.com
Josh,

The lead I mentioned in my previous mail turned out to be a false alarm.

I installed glInterceptor myself too (which was easy after reading
your hint to put it in the jre/bin directory) and dumped all gl calles
from two subsequent runs: In the first run I disabled the texture in
jME, such that the textures in FengGUI werent rendered. In the second
run I enabled the textures such that the textures were displayed in
FengGUI. Finally I ran a diff on both files to check out what
additional calls were made in the second run. Most of the differences
were due to different memory addresses. However, significant was:

< glActiveTexture(GL_TEXTURE0)
< glDisable(GL_TEXTURE_2D)
< glActiveTexture(GL_TEXTURE1)
< glDisable(GL_TEXTURE_2D)
< glActiveTexture(GL_TEXTURE2)
< glDisable(GL_TEXTURE_2D)
< glActiveTexture(GL_TEXTURE3)
< glDisable(GL_TEXTURE_2D)
< glActiveTexture(GL_TEXTURE4)
< glDisable(GL_TEXTURE_2D)
< glActiveTexture(GL_TEXTURE5)
< glDisable(GL_TEXTURE_2D)
< glActiveTexture(GL_TEXTURE6)
< glDisable(GL_TEXTURE_2D)
< glActiveTexture(GL_TEXTURE7)
< glDisable(GL_TEXTURE_2D)

which is pretty much what renanse said on the forum... I still have no
clue whatsoever... diff's attached.

Johannes

diff.txt

Johannes Schaback

unread,
Sep 23, 2006, 5:20:04 AM9/23/06
to FengGUI-D...@googlegroups.com
HEUREKA! I localized the bug. The reason is the the bunch of
glActiveTexture calls when no texture is used in jME. They switch
between the textures to use. But FengGUI only uses TEXTURE0 such that
glActiveTexture(GL_TEXTURE7) ruins everything.

Simply add glActiveTexture(GL_TEXTURE0) before you render FengGUI and
it works like a charme. I will add that to FengGUI's setup routine as
well so that one does not need to call it manually in future releases.

Johannes

Whackjack

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Sep 23, 2006, 11:02:24 AM9/23/06
to FengGUI-D...@googlegroups.com
Fantastic!  I don't have CVS access right now.  Is there
a way you could build the JAR and put it on the java.net
site?

On a sidenote, did you create a sourceforge project yet?
Or was it decided to stick with java.net for now?

Thanks a ton for your help!

Josh

Johannes Schaback

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Sep 23, 2006, 11:08:46 AM9/23/06
to FengGUI-D...@googlegroups.com
The mods are already in the latest snapshot release. You can download
it from http://user.cs.tu-berlin.de/~schabby/FengGUI/

> On a sidenote, did you create a sourceforge project yet?

No, not yet. I am still a bit uncertain. Do you think we should go or it?

Johannes

Whackjack

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Sep 23, 2006, 11:22:44 AM9/23/06
to FengGUI-D...@googlegroups.com
Excellent work.  Just tried it out and it works perfectly =).

As for SF, a lot of respectable projects are located on there.
Plus, as you mentioned before, you'll get your own homepage.
That's always a plus.  My vote is a yes.

Josh

On 9/23/06, Johannes Schaback <johannes...@gmail.com> wrote:

Johannes Schaback

unread,
Sep 23, 2006, 11:45:34 AM9/23/06
to FengGUI-D...@googlegroups.com
> Excellent work. Just tried it out and it works perfectly =).

That's great.

> As for SF, a lot of respectable projects are located on there.
> Plus, as you mentioned before, you'll get your own homepage.
> That's always a plus. My vote is a yes.

You have a point. Maybe it is time for FengGUI to step up the ladder.
What's keeping me back is the additional work to move all the stuff to
SF (especially the tracker items). And SF does not have a Wiki which
would be nice for the user guide in the future. But, yeah, you are
right. Besides, we could use the Wiki on java.net and the rest on SF.
I will enrol for a project this evening. Maybe we get the space
already on Monday.

By the way, do you feel like joining FengGUI team and take care of a
few things every once in a while? We could need somebody to support
people using FengGUI together with jME (such as checking the
jME-forum, adding feature requests and so on). We also have a terrible
lack of native speakers who are willing to help us on the tutorials
and the website. But development contributions are very welcome too of
course.

Johannes

Whackjack

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Sep 23, 2006, 12:14:40 PM9/23/06
to FengGUI-D...@googlegroups.com
Well, I'm not very knowledgeable about OpenGL (yet), mostly
a few things that I've picked up by tinkering around.  I don't know
how helpful I'd be in maintaining the source.  I'll want to experiment
around with it more so I'm more comfortable with the code first.

As for helping out with tutorials and the website, I can definitely
do that.  I'm pretty sure I qualify as a native English speaker, being
that I live right smack dab in the middle of the States ;-)

I'm working on the FengGUI+jME tutorial right now (in between
wrangling my 2 year old daughter), so I'll try and have something
ready by the end of the weekend.

Josh

On 9/23/06, Johannes Schaback < johannes...@gmail.com> wrote:

Johannes Schaback

unread,
Sep 23, 2006, 12:35:10 PM9/23/06
to FengGUI-D...@googlegroups.com
Hi Josh,

> As for helping out with tutorials and the website, I can definitely
> do that. I'm pretty sure I qualify as a native English speaker, being
> that I live right smack dab in the middle of the States ;-)

That's awesome! Thanks a lot in advance. Together we can push FengGUI
on a much higher quality level.

> I'm working on the FengGUI+jME tutorial right now (in between
> wrangling my 2 year old daughter), so I'll try and have something
> ready by the end of the weekend.

Take your time. I just got a little nice (few months old, named Klara)
and she is keeping my brother busy all day and night :). What is the
name of your daughter?

Johannes

Whackjack

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Sep 23, 2006, 12:48:32 PM9/23/06
to FengGUI-D...@googlegroups.com
Her name is Paige.  She's definitely a handful.  But, I like to think
she keeps me grounded and responsible =P.

Okay, check this out.  Here is the program I'm going to submit a tutorial
on.  It's a combobox that changes the color of the light shining on the box.
Pretty simple, but it looks like it covers the basics of both libraries.

On a sidenote... The jcore Signals are an incredible pain to use.  Have you
considered rolling your own listener/event delivery?  I do have some experience
with that type of stuff.

Josh

On 9/23/06, Johannes Schaback <johannes...@gmail.com > wrote:
FengJME.java

Johannes Schaback

unread,
Sep 23, 2006, 1:58:42 PM9/23/06
to FengGUI-D...@googlegroups.com
> Okay, check this out. Here is the program I'm going to submit a tutorial
> on. It's a combobox that changes the color of the light shining on the box.
> Pretty simple, but it looks like it covers the basics of both libraries.

Cool. I will execute it in a second.

> On a sidenote... The jcore Signals are an incredible pain to use. Have you
> considered rolling your own listener/event delivery? I do have some
> experience
> with that type of stuff.

Yes, I did. Not only are they painful to use but also are they
synchronized which is probably even worse :) However, I like the idea
of these signals that encapsulate the list where all the listeneres
hang around. That makes adding new events so easy :) But I believe
there is a lot to simplify. Maybe a more "Swingish" approach is
appropriate? What would you suggest?

Johannes

Johannes Schaback

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Sep 23, 2006, 2:33:10 PM9/23/06
to FengGUI-D...@googlegroups.com
Hi Josh,

I like your example class very much. It is easy enough to understand
it quickly and decent enough to show how FengGUI works.

I noticed that key events are not forwarded to FengGUI. The mouse
events work perfectly. Maybe we could build a little convenience class
for that like org.fenggui.render.lwjgl.EventHelper. It gatherers the
events and forwards them to FengGUI similar to what you do in your
MouseListener class. The EventHelper is usually initiated along with
the opengl binding and takes the burden from the user to copy-paste
the event code over and over again.

Johannes

Whackjack

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Sep 23, 2006, 2:48:49 PM9/23/06
to FengGUI-D...@googlegroups.com
The event delivery in jME is synchronous, so in order to keep
the drawing and state in good order, we'd want to keep our event
delivery synchronous too.  I suppose a Swing approach would work,
we would just need to have the same requirements that Swing has
(namely, no OpenGL calls in the event thread).

I didn't register for any keyboard events because it was outside
the scope of my initial experimentation.  Keyboard event delivery
should be just as simple to hook up.

I do like the idea of a jME -> FengGUI event delivery helper class.
We would probably want to put it in an extensions package of some
type (org.fenggui.ext.jme.* for instance).  I'll take a look at EventHelper
and see how it can be done.

Thanks,
  Josh

On 9/23/06, Johannes Schaback <johannes...@gmail.com > wrote:
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