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JA2DAPI Blog

Saturday, December 11, 2010. New release with OpenGL rendering. I'm happy to say that JA2DAPI now has OpenGL as a back end alternative to Java2D. Why is this so exciting? OpenGL is a graphics library (written in C) that allows direct access to graphics hardware via it's infamous rendering pipeline (see the wonderful diagram at www.opengl.org/documentation/specs/version1.1/state.pdf. Okay, now to the fun stuff. I've added a package called twodapi.lwjgl. Class (here called ScrollerGL. Called every frame...

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JA2DAPI Blog | ja2dapi.blogspot.com Reviews
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Saturday, December 11, 2010. New release with OpenGL rendering. I'm happy to say that JA2DAPI now has OpenGL as a back end alternative to Java2D. Why is this so exciting? OpenGL is a graphics library (written in C) that allows direct access to graphics hardware via it's infamous rendering pipeline (see the wonderful diagram at www.opengl.org/documentation/specs/version1.1/state.pdf. Okay, now to the fun stuff. I've added a package called twodapi.lwjgl. Class (here called ScrollerGL. Called every frame&#4...
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1 ja2dapi blog
2 public glstarter
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8 addtopaintlist ship ;
9 new glstarter ;
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JA2DAPI Blog | ja2dapi.blogspot.com Reviews

https://ja2dapi.blogspot.com

Saturday, December 11, 2010. New release with OpenGL rendering. I'm happy to say that JA2DAPI now has OpenGL as a back end alternative to Java2D. Why is this so exciting? OpenGL is a graphics library (written in C) that allows direct access to graphics hardware via it's infamous rendering pipeline (see the wonderful diagram at www.opengl.org/documentation/specs/version1.1/state.pdf. Okay, now to the fun stuff. I've added a package called twodapi.lwjgl. Class (here called ScrollerGL. Called every frame&#4...

INTERNAL PAGES

ja2dapi.blogspot.com ja2dapi.blogspot.com
1

JA2DAPI Blog: October 2010

http://www.ja2dapi.blogspot.com/2010_10_01_archive.html

Sunday, October 10, 2010. The previous entry demonstrated an easy way to animate a sprite in JA2DAPI by extending a Sprite2D. Class and overriding the updateState(). Method. This approach is a great way to bind animation to a sprite: by encapsulating the sprite behavior in a single class. In some cases, however, a more global approach might be more useful. For these cases, we can have our primary class implement the Paintable. Interface and override it's methods update(). Import java.awt.Graphics;. The f...

2

JA2DAPI Blog: More animation

http://www.ja2dapi.blogspot.com/2010/10/more-animation.html

Sunday, October 10, 2010. The previous entry demonstrated an easy way to animate a sprite in JA2DAPI by extending a Sprite2D. Class and overriding the updateState(). Method. This approach is a great way to bind animation to a sprite: by encapsulating the sprite behavior in a single class. In some cases, however, a more global approach might be more useful. For these cases, we can have our primary class implement the Paintable. Interface and override it's methods update(). Import java.awt.Graphics;. The f...

3

JA2DAPI Blog: New release with OpenGL rendering

http://www.ja2dapi.blogspot.com/2010/12/new-release-with-opengl-rendering.html

Saturday, December 11, 2010. New release with OpenGL rendering. I'm happy to say that JA2DAPI now has OpenGL as a back end alternative to Java2D. Why is this so exciting? OpenGL is a graphics library (written in C) that allows direct access to graphics hardware via it's infamous rendering pipeline (see the wonderful diagram at www.opengl.org/documentation/specs/version1.1/state.pdf. Okay, now to the fun stuff. I've added a package called twodapi.lwjgl. Class (here called ScrollerGL. Called every frame&#4...

4

JA2DAPI Blog: December 2010

http://www.ja2dapi.blogspot.com/2010_12_01_archive.html

Saturday, December 11, 2010. New release with OpenGL rendering. I'm happy to say that JA2DAPI now has OpenGL as a back end alternative to Java2D. Why is this so exciting? OpenGL is a graphics library (written in C) that allows direct access to graphics hardware via it's infamous rendering pipeline (see the wonderful diagram at www.opengl.org/documentation/specs/version1.1/state.pdf. Okay, now to the fun stuff. I've added a package called twodapi.lwjgl. Class (here called ScrollerGL. Called every frame&#4...

5

JA2DAPI Blog: Get Started!

http://www.ja2dapi.blogspot.com/2010/10/get-started.html

Thursday, October 7, 2010. Hello, first of all. This is the first official JA2DAPI blog entry. We'll go ahead and jump into some basic things about the API. Okay, so to start things off, there's a kick-off class called Frame2D. That is a simple way to create a window (or full screen display), as well as an animation and render environment. To create the Frame2D,. You specify the size of the window, whether it is to be full screen or not, and the type of Painter. You want. The Painter. Image and added it ...

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JA2DAPI Blog

Saturday, December 11, 2010. New release with OpenGL rendering. I'm happy to say that JA2DAPI now has OpenGL as a back end alternative to Java2D. Why is this so exciting? OpenGL is a graphics library (written in C) that allows direct access to graphics hardware via it's infamous rendering pipeline (see the wonderful diagram at www.opengl.org/documentation/specs/version1.1/state.pdf. Okay, now to the fun stuff. I've added a package called twodapi.lwjgl. Class (here called ScrollerGL. Called every frame&#4...

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