Re: Java, Swing, OpenGL and Jogl
Posted: 05 Oct 2009, 18:52
Yeah, I know. I didn't actually load in 10k pictures though (only 300 or so). But still, some memory management on those textures needs to happen
And yes Nantuko, I was thinking the same thing. If either one of us ends up creating something, we could probably use that for both projects to some extent In MTGForge the GUI is fairly separate from the rest of the code, I assume it's the same with MagicWars.
And yes Nantuko, I was thinking the same thing. If either one of us ends up creating something, we could probably use that for both projects to some extent In MTGForge the GUI is fairly separate from the rest of the code, I assume it's the same with MagicWars.