LWJGL 2.0 Beta 1 released!
LWJGL 2.0 changes
Major changes
* fmod and devil removed
* dropped support for windows 9x
* glu moved to lwjgl_util
* glu now uses buffers instead of arrays
* New Display.setParent() feature allows you to embed the Display into an existing AWT canvas.
For example, this allows for an existing LWJGL based application to be used in an applet without porting to AWTGLCanvas.
This means the death of AWTInputAdapter
* Mac OS X: Added support for x86_64
* Linux: Using openal-soft instead of the creative (was more or less broken anyway)
* Support for lzma and pack200 in appletloaderMinor changes
* no more processMessages at isCloseRequested, isVisible, isDirty and isActive
* Removed 2D OpenGL initialization code from Display. It messes with the implicit, but well-defined, opengl default state and doesn’t fit well with multiple context types (gl3 and d3d)
* NV_conditional_render extension added
* Lots of input/focus fixes
Interesting stuff! I’ll sit down this week and bang out a few code samples to post. I have a love/hate with the Java language in general, but so far it seems to be the mostly-near-painless-path to getting your game running across Windows / Mac. I love C++ but the more I look into porting code over to the Mac, the more platform-specific I’m going to need to get, and it may cost me the price of a Mac in order to properly compile / debug / test everything out…











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