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1  Java Game APIs & Engines / JOGL Development / Re: JOGL 1.1 b05 released on: 2004-09-15 10:41:51
Having trouble building 1.1b05 from source, using Visual Studio .NET 2003 VC7.

Ant output:
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...
[cc] Starting link
[cc]    Creating library jogl.lib and object jogl.exp
[cc] WindowsGLImpl_JNI.obj : error LNK2019: unresolved external symbol __imp__glAccum@8 referenced in function _Java_net_java_games_jogl_impl_windows_WindowsGLImpl_glAccum@16
[cc] WindowsGLImpl_JNI.obj : error LNK2019: unresolved external symbol __imp__glAlphaFunc@8 referenced in function _Java_net_java_games_jogl_impl_windows_WindowsGLImpl_glAlphaFunc@16

<362 lines similar to above...>

[cc] jogl.dll : fatal error LNK1120: 364 unresolved externals

BUILD FAILED
C:\var\jogl-1.1b05\jogl\make\build.xml:1010: The following error occurred while executing this line:
C:\var\jogl-1.1b05\jogl\make\build.xml:802: The following error occurred while executing this line:
C:\var\jogl-1.1b05\jogl\make\build.xml:770: link failed with return code 1120

1.1b04 builds ok (after dealing with the #if _MSC_VER <= 1200 issue).

<edit>
Just tried building 1.1b05 with MinGW, which claims to be successful but only generates libjogl.so and no dll. Any clues ?
</edit>

Cheers
David
2  Java Game APIs & Engines / JOGL Development / Prob building jogl with VC++ v13 on: 2004-07-21 16:37:12
I just tried to build jogl 1.1b04 from scratch with Ant using VC++ from Visual Studio .NET 2003. VC++ is version 13.10.3077.

It complains that intptr_t is not defined in BufferUtils.c:

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#ifdef _MSC_VER
 /* This typedef is only needed for VC6 */
 #if _MSC_VER <= 1200
 typedef int intptr_t;
 #endif
#else
 #include <inttypes.h>
#endif

JNIEXPORT jobject JNICALL
Java_net_java_games_jogl_util_BufferUtils_bufferOffset0(JNIEnv* env, jclass unused, jint offset) {
  return (*env)->NewDirectByteBuffer(env, (void*) (intptr_t) offset, 0);
}


Seems its not just versions <= 1200 which need intptr_t to be defined. Replacing #if _MSC_VER <= 1200 with #if _MSC_VER <= 1400 everywhere cured the prob.

David
3  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-20 17:04:52
Giddy, is this on your Intel 82852/82855 GM/GME?

What's the driver version?

I was getting occasional exceptions on startup until I upgraded to latest driver (6.14.10.3865).
4  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-18 14:02:19
I had another go installing the latest Intel display driver. I tried this a week or so ago and it went unstable and I had to restore, so fingers crossed...

Original Dell-provided driver:
GL_VENDOR: Intel
GL_RENDERER: Intel Montara-GM
GL_VERSION: 1.3.0 - Build 4.14.10.3701

New Intel driver:
GL_VENDOR: Intel
GL_RENDERER: Intel 855GM
GL_VERSION: 1.3.0 - Build 4.14.10.3865

Machine spec:
Model: Dell Inspiron 510m laptop, 1.4GHz Pentium M, 512MB
OS: XP-Pro SP1.
Graphics adapter: Intel 82852/82855 GM/GME, 64MB
Graphics driver: Intel Corporation 6.14.10.3865

Its looking good, both with GKW's 2004-July-13 dev version of jogl and with 1.1b04 released 2004-July-16.

Results testing Gears demo:
GKW's jogl mods have corrected the problem of the generic Microsoft GDI renderer being selected instead of the Intel renderer, thus fixing the flicker problem. Well done GKW! Cheesy
Upgrading the driver seems to have cured the occasional exception thrown on startup. Cheesy

Also tested an nvidia geforce 256 DDR (latest nvidia driver 56.72 2004-Apr-01) which also works fine, as it always did.

One question though: the framerate on the nvidia is fixed at the refresh rate of the display (70Hz) whereas the Intel's framerate varies depending on window size. Is there a way to set which mode is used?

Cheers
David
5  Java Game APIs & Engines / OpenGL Development / Re: OpenGL Servlet? on: 2004-07-15 17:27:25
Quote
On a current graphics adapter, rendering in hardware and reading back the results is still faster than doing software rendering...at least if your rendered scene isn't very simple.
In a test application using jPCT, i got ~30fps in software, ~45fps in hardware with reading back into a BufferedImage (includes blitting the BI to screen) and ~300fps with hardware only on a P4HT@3.2Ghz/Radeon9700pro setup. On a GF2MX under Win NT, software rendering was much faster (8fps compared to 0.5fps).

Fascinating. Thanks Egon Smiley

Just to confirm, on the GF2MX (NT) are you saying software rendering was 16x faster than hardware? Is this an NT "feature"?

Cheers
David
6  Java Game APIs & Engines / OpenGL Development / Re: OpenGL Servlet? on: 2004-07-15 17:07:53
Quote
Multiply by 1000 users in 1 second and you've got 20 seconds of rendering and 2.8 hours of streaming Smiley

Hey Cas, someone's stolen your server's Fast Ethernet card and stuck in a dial-up modem!  Grin

Assuming a decent server could max out a 100Mbit/s Fast Ethernet card, thats about 10MBytes/sec of bandwidth (ethernet saturates at about 80%). If each image is 50KBytes, ignoring packet overhead and acks thats 10MB/50KB = 205 images/sec (1 every 4.9ms). So bandwidth (streaming) isn't the bottleneck.

Or using your analogy: 205 images * 20ms = 4.1 secs of rendering and 1 sec of streaming.

Cheers
David
7  Java Game APIs & Engines / OpenGL Development / Re: OpenGL Servlet? on: 2004-07-15 13:38:08
Thanks Cas. Most illuminating Smiley

I agree web clients see the slow stream as a bottleneck, but servlets are multi-threaded and see it as an opportunity to serve 100's of users simultaneously. So I reckon my concern about rendering performance is not entirely unjustified.

Cheers
David
8  Java Game APIs & Engines / OpenGL Development / OpenGL Servlet? on: 2004-07-15 12:15:49
I want to build a Java Servlet to render 3D still images using OpenGL and dish them up to web-browser clients.

It seemed desirable to use hardware acceleration, but I have heard that rendering a single frame and transfering it from the card into main memory would likely be slower than software rendering. I was surprised at this and would have expected a high-end card (maybe with PCI-Express for faster i/o) to easily out-perform software rendering.

A few Q's:

1. Any opinions on hardware v software rendering of single frames?

2. Can LWJGL do off-screen accelerated rendering (with no on-screen windows at all)?

3. can LWJGL access a second adapter?

TIA Smiley

David
9  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-13 22:33:25
Sorry for not being able to test sooner. I'm getting this every time I run Gears:

CANVAS GL IS: net.java.games.jogl.impl.windows.WindowsGLImpl
CANVAS GLU IS: net.java.games.jogl.impl.GLUImpl
GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_
ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_bgra G
L_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compile
d_vertex_array GL_EXT_cull_vertex GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_packed_pixels_12 GL_EXT_rescale_normal GL_EXT_
secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_
EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_
NV_texgen_reflection GL_WIN_swap_hint

WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_ARB_make_current_read WGL_EXT_swap_control WGL_ARB_buffer_
region
DummyGL is not null
WGLC Current
haveWGLChoosePixelFormatARB is true
wglChoosePixelFormat
Current DC: 1711346055
Current RC: 131072
wglChoosePixelFormatARB == true
net.java.games.jogl.GLException: Unable to enumerate pixel formats of window using wglGetPixelFormatAttribivARB: 0
       at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:422)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:211)
       at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:133)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
       at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:254)
       at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:208)
       at net.java.games.jogl.GLCanvas.display(GLCanvas.java:75)
       at net.java.games.jogl.Animator$1.run(Animator.java:107)
       at java.lang.Thread.run(Thread.java:534)
10  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-12 23:03:05
I spoke too soon. This happened a couple of times in a dozen or so runs (Gears):

...
Chosen pixel format (6):
GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: false, DepthBits: 32, StencilBits: 8, Red: 8, Gree
n: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 0 ]
!!! Created OpenGL context 65536
!!! Created GL context for net.java.games.jogl.impl.windows.WindowsOnscreenGLContext
!!! Initializing GLU extension address table
!!! Initializing OpenGL extension address table
Making context net.java.games.jogl.impl.windows.WindowsOnscreenGLContext@10bc49d current
Freeing context net.java.games.jogl.impl.windows.WindowsOnscreenGLContext@10bc49d
!!! Destroyed OpenGL context 65536
Used wglChoosePixelFormatARB to recommend pixel format 6
net.java.games.jogl.GLException: Unable to enumerate pixel formats of window using wglGetPixelFormatAttribivARB: 0
       at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:390)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:211)
       at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:133)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
       at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:254)
       at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:208)
       at net.java.games.jogl.GLCanvas.display(GLCanvas.java:75)
       at net.java.games.jogl.Animator$1.run(Animator.java:107)
       at java.lang.Thread.run(Thread.java:534)


PS Its midnight here in the UK, so I'm signing off. Night night all.
11  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-12 22:35:28
Yes!!!  Runs without flicker. Well done Cheesy

Console output is too long to post, would you like me to email it ?

Cheers
David
12  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-12 20:54:20
Quote
Alright I went back to a different way of creating the zombie context.  I doubt this will work but we will see.  I wish my ATI card had this problem, it would be a lot easier to fix.  Thanks in advanced for the new error codes.


It does display this time but is still flickering.

CANVAS GL IS: net.java.games.jogl.impl.windows.WindowsGLImpl
CANVAS GLU IS: net.java.games.jogl.impl.GLUImpl
Using ChoosePixelFormat because no wglChoosePixelFormatARB: dummyGL = null
Using ChoosePixelFormat because no wglChoosePixelFormatARB: dummyGL = null
Choosing window system's recommended choice of 6
GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: false, DepthBits: 32, StencilBits: 8, Red: 8, Gree
n: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 0 ]
Chosen pixel format (6):
GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: false, DepthBits: 32, StencilBits: 8, Red: 8, Gree
n: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 0 ]
Choosing window system's recommended choice of 6
GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: false, DepthBits: 32, StencilBits: 8, Red: 8, Gree
n: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 0 ]
Chosen pixel format (6):
GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: false, DepthBits: 32, StencilBits: 8, Red: 8, Gree
n: 8, Blue: 8, Alpha: 0, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 0 ]
!!! Created OpenGL context 65536
!!! Created GL context for net.java.games.jogl.impl.windows.WindowsOnscreenGLContext
!!! Initializing GLU extension address table
!!! Created OpenGL context 65537
!!! Created GL context for net.java.games.jogl.impl.windows.WindowsOnscreenGLContext
!!! Initializing OpenGL extension address table
Making context net.java.games.jogl.impl.windows.WindowsOnscreenGLContext@10bc49d current
Freeing context net.java.games.jogl.impl.windows.WindowsOnscreenGLContext@10bc49d
!!! Destroyed OpenGL context 65536
!!! Initializing OpenGL extension address table
INIT GL IS: net.java.games.jogl.impl.windows.WindowsGLImpl
Making context net.java.games.jogl.impl.windows.WindowsOnscreenGLContext@6025e7 current
GL_VENDOR: Microsoft Corporation
GL_RENDERER: GDI Generic
GL_VERSION: 1.1.0
13  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-12 08:51:06
GKW, just downloaded your jogl.jar and jogldll.zip again and ran Gears but still getting the exception (no display):

CANVAS GL IS: net.java.games.jogl.impl.windows.WindowsGLImpl
CANVAS GLU IS: net.java.games.jogl.impl.GLUImpl
!!! Initializing GLU extension address table
!!! Initializing OpenGL extension address table
Used wglChoosePixelFormatARB to recommend pixel format 6
net.java.games.jogl.GLException: Unable to enumerate pixel formats of window using wglGetPixelFormatAttribivARB: 0
       at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:390)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:211)
       at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:133)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
       at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:254)
       at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:208)
       at net.java.games.jogl.GLCanvas.display(GLCanvas.java:75)
       at net.java.games.jogl.Animator$1.run(Animator.java:107)
       at java.lang.Thread.run(Thread.java:534)

Machine spec:

Model: Dell Inspiron 510m laptop, 1.4GHz Pentium M, 512MB
OS: XP-Pro SP1.
Graphics adapter: Intel 82852/82855 GM/GME, 64MB
Graphics driver: Intel Corporation 6.14.10.3701

I have also tried the latest Intel driver which also flickered, but I reverted back to the Dell-provided version due to instability.
14  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-10 09:21:29
Hi GKW

Here's the results of running Gears with your jogl.jar and jogl.zip on my Dell 510m laptop:

CANVAS GL IS: net.java.games.jogl.impl.windows.WindowsGLImpl
CANVAS GLU IS: net.java.games.jogl.impl.GLUImpl
!!! Initializing GLU extension address table
!!! Initializing OpenGL extension address table
Used wglChoosePixelFormatARB to recommend pixel format 6
net.java.games.jogl.GLException: Unable to enumerate pixel formats of window using wglGetPixelFormatAttribivARB: 0
       at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:390)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:211)
       at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:133)
       at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
       at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:254)
       at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:208)
       at net.java.games.jogl.GLCanvas.display(GLCanvas.java:75)
       at net.java.games.jogl.Animator$1.run(Animator.java:107)
       at java.lang.Thread.run(Thread.java:534)

Cheers
David
15  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-09 10:08:07
As suspected, Microsoft's OpenGL driver is being used:

Java Web Start 1.4.2_05 Console, started Fri Jul 09 10:54:24 BST 2004
Java 2 Runtime Environment: Version 1.4.2_05 by Sun Microsystems Inc.
====================================
RACE VIEWER: 4.0

OS:
Name: Windows XP
Architecture: x86
Version: 5.1

JAVA:
Runtime: Java(TM) 2 Runtime Environment, Standard Edition
Version: 1.4.2_05-b04
Vendor: Sun Microsystems Inc.

JOGL:
1.1.0-b04

OPENGL:
Vendor: Microsoft Corporation
Renderer: GDI Generic
Version: 1.1.0
GLU Version: 1.2.2.0 Microsoft Corporation
====================================
16  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-08 23:49:16
Hi Kevin

Ooops!!! I said the (standard) Race Viewer needed a higher polygon count!!! Grin

The enhanced version looks awsome!

I ran the jnlp you sent me, and you guessed it - it flickers, and with the window maximized (1400x1050) I'm getting less than 1 frame/sec Embarrassed

But unlike the old Race Viewer, the Java Console is not opening to display log output so I can't confirm whether Intel or Microsoft driver is being used. The Java Console opens for ok for applets. Any ideas?
17  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-08 09:04:53
Quote
Would you mind running the Race Viewer again (i.e with no flicker) and check what driver it's using in your case - details are written to the Java console on start-up. Remember that the Race Viewer is using the 14 May build of JOGL 1.1b04.

I have PMed you the log, but can't see the driver mentioned.

Quote
Just curious: You mention GL version 4.14.10.3701? Is this maybe a typo? According to http://www.intel.com/support/graphics/sb/CS-009479.htm#845 the leading "4" indicates a Windows 95/98/NT driver, but you have Windows XP? Possibly, the OpenGL version numbers aren't necessarily always the same as the Driver version numbers?

Its not a typo, its the driver provided by Dell. I briefly tried the latest w2k/xp Intel driver for this chipset which also ran fine (no flicker) for a day but then it failed catastrophically - would only boot up in safe mode due to display driver failure. Did a full restore using DriveImage7 and have been running with the original driver since then.
18  Java Game APIs & Engines / JOGL Development / Re: "no jogl in java.library.path" on: 2004-07-08 00:14:37
Jogl's native library (jogl.dll) cannot be found.

Either copy jogl.dll to C:\j2sdk1.4.2_04\bin\
or specify -Djava.libary.path=dir-containing-jogl.dll on your java cmd line.
19  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-08 00:00:07
Quote
just to add to the discussion. I to am seeing uncontrolled flicker with the gears demo (or any demo I try to run).

I am using a win2k laptop with the following opengl driver

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon 7000 DDR x86/SSE
GL_VERSION: 1.3.3561 Win2000 Release

The funny thing is by default it chooses the default generic microsoft driver (even if I request hardware accelerated) and I get flicker. If I try to specify what I want in the pixel format, particularly depthbits then it chooss the ATI driver but I get a completely white screen. This raises several questions - why would the generic microsoft driver flicker ? It supports double buffer and I have tried specifing double buffer or not, and why when it chooses the ATI driver do I not see anything at all ?

I have several other openGL applications and they choose and run the ati driver fine. If I force the microsoft generic driver on it also works fine for other apps.

Any ideas, as I am keen to use jogl but can't until this basic problem is solved ?

I hadn't noticed the driver was changing (didn't know it could!) until I read this, so I did some more testing of my laptop running Gears. There is a definite correspondance between MS driver and flicker:

JOGL 1.0 is using the Intel driver which renders ok:

   GL_VENDOR: Intel
   GL_RENDERER: Intel Montara-GM
   GL_VERSION: 1.3.0 - Build 4.14.10.3701

JOGL 1.1b03 is using MS driver which flickers:

   GL_VENDOR: Microsoft Corporation
   GL_RENDERER: GDI Generic
   GL_VERSION: 1.1.0

How does the driver get selected - is this down to jogl or the OS ?
20  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-07 13:02:54
Quote
I confirmed today that my system at work is subject to the same issues as daymark's card.

What's the spec?

It must have something in common with my laptop (Dell Inspiron 510m, 1.4GHz Pentium M, 512MB, 15" SXGA 1400 x 1050, Intel 82852/82855 GM/GME graphics adapter, XP-Pro SP1).
21  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-04 22:45:04
Quote
keving wrote:
Is this the same 82852/82855 laptop that you are having the flickering problem with the JOGL Demos? Are you running the viewer with DirectDraw and Direct3D acceleration turned off?

Yep, same laptop, full acceleration. Gears demo flickers under all version of jogl after 1.0, but your Race Viewer runs fine.

Quote
keving wrote:
Have you tried the Demos with jogl 1.1b04? If you still have the Race Viewer installed in Webstart, you can pull this version of jogl from your Webstart cache. Look for the files RMjogl.jar and RMjogl_lib.jar. Rename RMjogl.jar to jogl.jar, and extract jogl.dll from RMjogl_lib.jar.

Couldn't see the RM* jars, but downloaded current jogl nightly build and Gears demo still flickers. Must say deploying a nightly build with a production app sounds pretty scary.

Quote
keving wrote:
Maybe just simulating full sceen mode will be sufficient for your app?

Fullscreen is not a big issue for me. My app is only at the idea stage. I'm learning OGL and evaluating Java bindings, trying to find a stable foundation on which to build. Maybe write a facade layer to decouple the app from the bindings and reduce risk of being locked in to something flakey. Maybe even write a minimalist binding with just the features I need, as and when I need them. Would regain some control.
22  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-03 16:31:11
Heh heh - your race viewer is very clever Grin

Runs fine on my laptop. How about adding a "quality" control for increasing the polygon count?

<edit>
Guess that would increase download time.

Where did you get jogl 1.1b04 ?  Latest I can see is 1.1b03.
</edit>
23  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-03 15:05:37
Quote
Whoops, that should have been http://home.earthlink.net/~kduling/fullscreen.jar

Yes, this machine is also running Windows XP.

Running fullscreen.jar under jogl-1.0 in non-fullscreen mode works on my mischeivous laptop. But running in fullscreen mode produces a grey screen as you described - unless I add Mac's suggestion of -Dsun.java2d.noddraw=true.  Then it draws ok except that the spinning crate is centered over the bottom right corner of the screen...
24  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-03 12:40:17
Quote
How did you determine what version of jogl Martian Madness installed?

Just saw it was smaller than recent releases and had a Sep-03 datestamp.

Quote
I just put the lastest jogl on to this machine, my Gateway centrino with an ATI Radeon Mobility 9600 and windowed apps are running fine.  But fullscreen apps are just gray screens that don't respond to keystrokes.

Which OS on this machine? If its not XPP I'm wondering if this might be the common denominator regarding the original flicker problem...

Quote
I found the older jogl binaries under the Documents and Files link on the jogl project page.  I'm downloading each now to try each one against the binary I'm having trouble with.  You might like to try this one version that does fullscreen and see if you have the same grey problem I do.  http://www.earthlink.net/~kduling/fullscreen.jar

Afraid the link is broken so couldn't try this.

Quote
Don't know if this helps at all since I havent had the problem you described but try specifying -Dsun.java2d.noddraw=true to the jvm on startup. That disables java2d's use of directdraw on windows machines, it is after all a well known fact that OpenGL and DirectX don't play nice together.
//Mac

Thanks Mac, but afraid it didn't fix the flicker problem.
25  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-02 09:49:44
Caoimhin, I tried MartianMadness - no flicker. Noticed it was running an old version of JOGL so tested Gears demo with each of this years 4 JOGL releases:

jogl-1.0 No flicker :^)
jogl-1.1b01 Flicker
jogl-1.1b02 Flicker
jogl-1.1b03 Flicker

This was on my XP-Pro laptop (see spec above) with j2sdk1.4.2_05, and using the respective demos from each JOGL version.

Looks like something funny got introduced in jogl-1.1b01.

Could you test and confirm this?

Cheers
David

<edit>CPU is at 100% on all four versions.</edit>
26  Java Game APIs & Engines / JOGL Development / Re: Uncontrolled flicker on: 2004-07-01 21:38:40
I just started out with JOGL and OpenGL today, and am suffering the same flicker problem, both with the JOGL demos and with this "single triangle" example: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1058027992;start=

The offending pc is a Dell 510m laptop with Intel 82852/82855 GM/GME graphics adapter, running XP-Pro SP1 (with latest updates), and JOGL 1.1b03. I tried JDKs 1.4.2_02, 1.4.2_04, 1.4.2_05, and updated the graphics driver, none of which made any difference.

I found two things that DO stop the flickering:

1) In the "single triangle" example, adding: glCaps.setDoubleBuffered(false);

or

2) In Display Properties > Advanced > Troubleshoot, cranking down Acceleration by 3 notches, thus disabling DirectDraw and Direct3D acceleration.

Obviously these are not solutions but may help to shed some light.

The laptop runs Non-JOGL OpenGL apps ok, including the Java3D FlyThrough demo and games like Evolva and Clusterball.

My Win2K-Pro pc (dual head: ATI Rage Pro PCI 8MB and NVidia GeForce DDR 256) runs everything just fine (on both cards).

Any ideas, anyone?

Cheers
David
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