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Java lwjgl add icon
Java lwjgl add icon






  1. #Java lwjgl add icon how to
  2. #Java lwjgl add icon code
  3. #Java lwjgl add icon download

#Java lwjgl add icon code

Since this library plugin which MC depends on uses LWJGL2 it also needs to be ported (source is only 3 classes)ġ) Remove the librarylwjglopenal20100824.jar from the build path.Ģ) Grab the source code for the lwjgl plugin from paulscode site hereģ) Copy the contents of the src folder from the above zip into the src folder of the Client project in Eclipse. ATM (as far as I'm aware) the max version it supports is MC 1.7.10 so that is what we will use below.ġ) Using MCP 9.08 for MC 1.7.10 - decompile MC & open in EclipseĢ) Fix the build errors on the build path, namely remove realms*.jar and authlib*.jar and add the new versions of the same (right click 'Client' -> properties -> libraries tab)ģ) You should now be able to run Minecraft in Eclipse (will be using LWJGL2)ī. The actual MC source code is not available but there is a nice tool called MCP (really impressive what its able to provide modders, using some really cool magic).

#Java lwjgl add icon how to

Thought I'd post a guide on how to run Minecraft on LWJG元 using the above. You then just replace the import calls for all the non opengl and openal methods from "import org.lwjgl.*" to "import org.lwjglx.*"

#Java lwjgl add icon download

Another limitation is that GLFW requires the windowing code to run on the main thread, noticed some projects using LWJGL2 were running its code on another thread so they may run into issues.Įasiest way to use the code at the moment is to download the source code and drop it into your project rather than using it as a 3rd party library, that way you can easily see whats going on behind the code and replace bits as needed. Also in LWJG元 the opengl framebuffer size and window size are no longer guaranteed to be the same (especially on OS X), I've added the Display.getFramebufferWidth()/Height() methods to assist with working round this. There are some limitations that can't be implemented with GLFW such as changing some window settings without destroying and creating a new window (which was supported for some functions in LWJGL2 like resizing). AWT support should be doable and probably done by using a hidden GLFW window and somehow copying its contents to an AWT surface. Whats missing at the moment (but intended to be added) is, notably fullscreen support from the Display class, changing the window icon and mouse cursor and some other miscellaneous bits.Īt this stage I don't intend to spend anytime on the JInput, OpenCL and AWT parts of LWJGL2. In terms of the OpenGL and OpenAL calls the emphasis is to use them directly from LWJGL 3 as they are almost the same and only provide LWJGL2 like replacement classes and methods where they are missing or no longer compatible with the LWJGL2 API. I've found that adding API functionality only when needed is the easier way to go rather than than trying to implement the whole API. Various other classes are also implemented including parts of LWJGL2's util package (vector, matrices, GLU, etc) and various placeholder classes for the parts of LWJGL2 that are not going to be implemented (allows code compilation without compile errors). So far large parts of the LWJGL2 Display, Mouse, Keyboard & Sys class are implemented. It can be used to test how LWJGL2 projects might run on LWJG元 or used to gradually migrate an existing codebase over to LWJG元 (by replacing LWJGLX calls with direct LWJG元 code until there are none left). This aim of this code is to enable running LWJGL2 applications on LWJG元 with minimal modification.








Java lwjgl add icon