
I have only one concern, it seems that lwjgl3 uses borderless windows for fullscreen, this might be a problem for some window managers.Īlso i think that, since this is a very essential part of the engine,someone should do a full review of the implementation, before making it the default.įor example, you need to implement the framelimiter by yourself with lwjgl3, and from a quick look at the source, i noticed that the code we are using is not appropriate jMonkeyEngine/jmonkeyengine/blob/master/jme3-lwjgl3/src/main/java/com/jme3/system/lwjgl/LwjglWindow. One requires a patch on the lwjgl2 source and the other a workaround in the engine.īut clearly, if the current lwjgl3 implementation can reliably replace lwjgl2, then i guess there is no point in keeping lwjgl2 as default. If we really want, we can fix both issues, i have working fixes in place in my game. : Invalid enum (1280)Īt .checkGLError(Util.java:59)Īt .LwjglAbstractDisplay.checkGLError(LwjglAbstractDisplay.java:136)Īt .nLoop(LwjglAbstractDisplay.java:157)Īt .nLoop(LwjglDisplay.java:197)Īt .n(LwjglAbstractDisplay.java:232)Īt java.base/(Thread.java:835)Īnd: SEVERE: An OpenGL error has occurred! Required by: project :desktop > No matching variant of :gdx-backend-lwjgl3:1.11.0 was found. > Could not resolve :gdx-backend-lwjgl3:1.11.0. > Could not resolve all files for configuration :desktop:compileClasspath. Take a note, that integration itself is a very flexible process. Execution failed for task :desktop:compileJava. Gradle and Maven dependencies could be used for this purpose as well. It shows how to integrate binding with the usage of jar files. You can use this video as a basic step-by-step tutorial. To all the readers that have contributed with corrections, improvements and ideas.Using lwjgl2 on Linux I am getting the following errors on some tests : SEVERE: An OpenGL error has occurred! ImGui in LWJGL YouTube video by GamesWithGabe.

If you find something confusing, or you would like something clarified in the book, please submit an issue on GitHub. Please send them using the discussion forum and make the corrections you consider in order to improve the book. Suggestions and corrections are more than welcome (and if you do like it please rate it with a star).

If you want to contribute with a donation you can do a donation: Comments are welcome The graphics pipeline can be divided into two large parts: the first transforms your 3D coordinates into 2D coordinates and the second part transforms the 2D. If you like the book please rate it with a start and share it. The source code of the samples of this book is in GitHub. The book itself is also hosted in GitHub. This book is the result of my self learning language, that I think it may help the community.

We will use LWJGL as the Java library which provides the required bindings to use Vulkan and any other required APIs.

This online book will introduce the main concepts required to write graphics games or any other applications using Vulkan in Java.
