<%@ page import="javax.naming.*,java.sql.*,javax.sql.*,java.util.*,com.genedavis.magazine.*" %> <% //hits test String insert = "INSERT INTO hits (url, created) VALUES (?, now());"; InitialContext icgb = new InitialContext(); DataSource dsgb = (DataSource) icgb.lookup("java:comp/env/jdbc/pooledGlobalDbDS");//see /WEB-INF/web.xml Connection glblConn = dsgb.getConnection(); PreparedStatement psgb = glblConn.prepareStatement( insert ); psgb.setString(1, request.getRequestURL().toString()); psgb.execute(); psgb.close(); glblConn.close(); %> Learning Java Bindings for OpenGL (JOGL)
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Table of Contents: Learning Java Bindings for OpenGL (JOGL)


Purchase PDF or Printed Learning Java Bindings for OpenGL (JOGL)



EXCITING NEWS! JSR-231 passed the Final Approval Ballot stage. This is nearly three years after the JSR Review Ballot stage. It's been a long road, but worth the wait.

MORE EXCITING NEWS! Did you know Quake 2 has been ported to Java using JOGL? Here's the webstart link. The JOAL sound appears to be working now, and the graphics are great!. Welcome JOGL gaming!

Author's Note (very old and unlikely needed): If you experience an "Unable to lock surface" error when running the code samples in this book, try backing out the JOGL build you are using to an April 2004 1.1 release and that should clear up your issue.

This book describes JOGL which was approved as JSR 231 and will become the javax.media.opengl package. Portions of this book are being made available for peer review. Please, please, please let me know of suggestions or corrections so they may be made. learningjogl@genedavissoftware.com is my address. Thanks!

-Gene Davis



Table of Contents

    Preface
    Why, what and how come I'm writing this.

    Chapter 1: Hello JOGL
    Introduction to JOGL and a Hello World to test your installation.

    Chapter 2: Using What We've Seen
    Introduces Cartesian coordinate system. Explanations of some methods used in JOGL apps.

    Chapter 3: Animations
    Animator explained and shown in use. Slope of line explained. Circles and transformations discussed.

    Chapter 4: Using Events with GLCanvas
    Details some of the AWT events that are available when using JOGL components.

    Chapter 5: Going 3D
    It's time to enter the 3D world. This is where you'll find the real matrix.

    Chapter 6: Drawing Geometric Primitives
    Formally introduce geometric primitives. Also introduce simple GLU quadrics. Discuss GLUT shapes.

    Chapter 7: First Person Movement in 3D Space
    Briefly touch on translation and then put together what we discussed thus far to show first person movement in JOGL.

    Chapter 8: Lights
    Ambient and diffuse light explained. Materials for coloring explained. Depth testing explained.

    Chapter 9: Textures
    Creating textures from images. Loading PNGs and conversion for use by JOGL as textures. Sample code and explanations of how to modify it for other uses.

    Appendix A: JOGL Online Resources
    These are web resources for browsing. They may give further insight into JOGL.

    Appendix B: OpenGL Online Resources
    Here are some more web resources for browsing. They may give further insight into OpenGL.

    Appendix C: A Little Matrix Math
    Matrices are so important to more advanced JOGL work that I felt I should include some details on what they are and how to manipulate them.

    Appendix D: The JARs, Sources and a Brick Texture (Web Only)
    Most of the examples in the book are JARed and ZIPed withwith their source code and found here. Just download the ZIPs and expand them to see the JARs and source code. I've made some improvements over the code in the book.




Table of Contents: Learning Java Bindings for OpenGL (JOGL)


Purchase PDF or Printed Learning Java Bindings for OpenGL (JOGL)








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