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1  Java Game APIs & Engines / JOGL Development / Re: JOGL application freezing in Linux + Solaris but not Windows on: 2008-08-18 15:48:13
Ok the problem only remains in my take screenshot function.  It totally freezes the program Like I described in original post.  I believe this has something to do with threading.  For some reason the JFileChooser freezes the whole program while it waits for the user to select file.  But hte dialog itself is frozen.  It is very weird and I am not sure how to fix it.  It works for loading data in, the JFileChooser that is.  What are some things I should knwo about Java + Threads? + GUI that are different from Windows in LInux?  Because that seems to be the problem here.
2  Java Game APIs & Engines / JOGL Development / Re: JOGL application freezing in Linux + Solaris but not Windows on: 2008-08-16 22:20:44
I appear to have fixed this by changing around how I handle shaders and some GUI components.  It seems that some error didn't mess up windows but did for linux.  I am not quite sure what that error was.  I believe it was GL_INVALID_OPERATION on glUseProgram, but I could be wrong.
3  Java Game APIs & Engines / JOGL Development / Re: JOGL application freezing in Linux + Solaris but not Windows on: 2008-08-14 01:24:10
This appears to be a problem with Java WebStart.  I re-compiled my program in Ubuntu using Netbeans, and it works fine, but the java web start version still freezes.  What gives?  How can I fix this?
4  Java Game APIs & Engines / JOGL Development / JOGL application freezing in Linux + Solaris but not Windows on: 2008-08-13 21:03:15
I have a very weird problem.  I made a web-start application that utilizes Java OpenGL bindings.  It runs fine on Windows, but on linux and solaris it starts fine but freezes at one point.  And there is no way for me to close the window, it is basically non-responsive at all. 

What could be causing this?  Usually this happens when I switch shaders in my program, or when I start generating iso surface.  I don't believe I use any native resources by that point since I read the shaders in at the start and the program doesn't freeze right after I read in the volume data itself.

What could potentially be causing this?  If it would help, here is the application itself - http://giga2.cs.ohiou.edu/~neiman/jstart/jung/volume.jnlp  Try to load a file in (please do not load anything higher than 15mb), and try to switch shaders. 

The Java console freezes as well by this point so there is no way for me to know if any exceptions are thrown or anything.  How would I go about even debugging this?
5  Java Game APIs & Engines / JOGL Development / Re: VBO trouble in Windows Vista. on: 2008-07-09 12:46:34
Hello.  I seem to have solved this problem by using:

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for (int i = 0; i < 2; ++i)
        {
            int inc = true_count / 2;          
            gl.glDrawElements( GL.GL_QUADS, inc, GL.GL_UNSIGNED_INT, inc * i * 4);
        }


instead of one glDrawElements call.  The FPS is not bad either Cheesy.

Why does this happen though?  Is there a limit on how many primitives DrawElements can do at one time?

Also same problem existed for glDrawRangeElements.
6  Java Game APIs & Engines / JOGL Development / Re: VBO trouble in Windows Vista. on: 2008-07-08 19:41:32
I use IntBuffres for index arrays.  I don't believe nio buffers offer unsigned version of int, but I don't believe it matters, since both take up same exact size, and my indecies don't get larger than 2^(32-1).

Yes I know it makes a lot of drawing difference, but i tried glDrawArrays to see if it would work on same sized vertices and colors buffers, and it did, versus glDrawElements that didn't.  In both cases the index buffer was already in the GPU memory anyway.

The crash came in Vista turning its screen black and then coming back on with a message that video driver has crashed but has been recovered successfully.

7  Java Game APIs & Engines / JOGL Development / Re: VBO trouble in Windows Vista. on: 2008-07-07 21:50:51
would there be any way of using glMultiDrawElements with VBOs?  Specifically I would like to contain my index and count arrays on GPU memory.
8  Java Game APIs & Engines / JOGL Development / Re: VBO trouble in Windows Vista. on: 2008-07-07 19:44:19
Developments!

It appears that the problem is not with me using too much memory, but using glDrawElements instead of glDrawArrays.  This is so weird, but what the hell is going on?  This is obviously not a memory issue, but something to do with glDrawElements vs glDrawArrays.  My index array is already in GPU memory anyway, so it can't be because of indexing, or can it?  Is there some sort of overhead with glDrawElements that pushes my card over the line? 
9  Java Game APIs & Engines / JOGL Development / Re: VBO trouble in Windows Vista. on: 2008-07-07 18:29:02
I have GeForce 8600GT 256mb.  It is on a laptop.

What would be a good web-site to get alternative drivers for my card?  I just used the official ones so far.  My games seem to work fast enough, or at least about as fast as they did in XP (Mass Effect in particular).
10  Java Game APIs & Engines / JOGL Development / VBO trouble in Windows Vista. on: 2008-07-07 18:13:02
I have made an application that uses VBO's to render large volume of data.  I use around 160mb total on the GPU.  This program crashes on windows vista and OS tells me that the display driver has crashed but has recovered.  There are no exceptions thrown by Java, however, and the program continues to run, it just doesn't render anything.

Same program works fine with smaller data sets such as around 80mb.  The weird part is, that this program worked fine with 160mb usage under windows XP.  And if I tried to set buffers that were too large for the GPU, it threw exceptions and at least gave me some errors.

What could be happening here?  Does Windows Vista use more GPU memory for itself, so my program doesn't have enough of it?  Is there a way to get this working under Vista or will I just have to use larger data sets under XP?
11  Java Game APIs & Engines / JOGL Development / Re: Cannot retrieve location of uniform variable in my vertex shader on: 2008-06-24 04:41:16
I resolved the issue.  I wasn't using the variable time in my shader, just declared it, so I guess it got "optimized out'.  It finds the variable just fine now that i actually use it Smiley
12  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-06-24 01:26:19
is there a chance of the source code for this becoming available?

EDIT: nm, i figured it out.  dev.java.net is pretty cool!
13  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2008-06-23 23:55:36
Hello.  I made simple Scene Tree system that allows to relate nodes spacially and treat them as a tree.  It's pretty basic but useful for attaching objects to each other.  I also made OBJ format reader, although it is buggy right now, and does not support full OBJ format.  It pretty much can parse the output of light wave's OBJ exporter and create a Node that can be used in the rest of my Scene tree.

here is link to old version of my source code: http://code.google.com/p/cs456-team-badabing/source/browse/trunk/src/edu/ohiou/cs456_badabing/sceneapi/basic/ANode.java

and here are corresponding Javadocs - http://giga2.cs.ohiou.edu/~neiman/spsa/edu/ohiou/cs456_badabing/sceneapi/basic/package-summary.html

All of the scene stuff is located in *.basic package.  everything else is for my old CS class.  I will probably upload new source code soon to a different place.

I am definitely looking to checking out your guy's stuff though, thank you in advance!
14  Java Game APIs & Engines / JOGL Development / Re: Cannot retrieve location of uniform variable in my vertex shader on: 2008-06-23 18:32:33
you mean that the variable name is not what im expecting it to be because of the way I am reading in the file?

Is there a way to retrieve a list of variables from a shader and print them out?
15  Java Game APIs & Engines / JOGL Development / Re: Cannot retrieve location of uniform variable in my vertex shader on: 2008-06-23 17:54:28
shameless bump because I am really lost on this, and cannot for the life of me figure out why I cannot get handles on my uniform variables in my shaders.
16  Java Game APIs & Engines / JOGL Development / Cannot retrieve location of uniform variable in my vertex shader on: 2008-06-22 22:02:43
I made a wrapper class for shaders in Java and added following method to set value to floating uniform variables in my vertex shader program:

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    public boolean setUniformVariable( String name, float var )
    {
        int var_location = gl.glGetUniformLocation( program, name );
        if( var_location == -1 ) return false;
        gl.glUniform1f( var_location, var );
        return true;
    }


Everything else in my class works.  That is I can compile shaders, bind them to int program and use them in the rest of my application. 

In the vertex program i declare uniform float time; at the top, and then try to set a value to it on display call.  but this function (setUniformVariable) always returns false, meaning that glGetUniformLocation is not finding the variable.

What is going on here? 
17  Java Game APIs & Engines / JOGL Development / Re: How to make my JOGL application start with Java Webstart on: 2008-06-12 17:10:24
Thank you so much! This really helped as it fixed the problem Smiley
18  Java Game APIs & Engines / JOGL Development / Re: How to make my JOGL application start with Java Webstart on: 2008-06-12 03:59:58
shameless bump.  Can anyone help me advise on this?  I am still getting that exception on both windows and Mac OS leopard. 
19  Java Game APIs & Engines / JOGL Development / Re: What libraries to use where on: 2008-06-09 14:28:51
I seem to be having exact same problem.  Would be interested in solution for this as well.
20  Java Game APIs & Engines / JOGL Development / Re: How to make my JOGL application start with Java Webstart on: 2008-06-09 14:01:52
Make sure the jars are signed.
All jars have to have the same signage unless you use the extension code.

ok i signed it, but i am still getting same exception that I have posted before.  what is going on with that?
21  Java Game APIs & Engines / JOGL Development / Re: How to make my JOGL application start with Java Webstart on: 2008-06-09 05:06:51
I followed this guys advise : http://forum.worldwindcentral.com/showthread.php?t=19005

and compiled my project with those 2 jars.  Now i get this:

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#### Java Web Start Error:
#### Could not verify signing in resource: http://giga2.cs.ohiou.edu/~neiman/jstart/hyper_cube.jar


and exception
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java.lang.SecurityException: no manifiest section for signature file entry com/sun/gluegen/runtime/NativeLibrary$1.class
   at sun.security.util.SignatureFileVerifier.verifySection(Unknown Source)
   at sun.security.util.SignatureFileVerifier.processImpl(Unknown Source)
   at sun.security.util.SignatureFileVerifier.process(Unknown Source)
   at java.util.jar.JarVerifier.processEntry(Unknown Source)
   at java.util.jar.JarVerifier.update(Unknown Source)
   at java.util.jar.JarFile.initializeVerifier(Unknown Source)
   at java.util.jar.JarFile.getInputStream(Unknown Source)
   at com.sun.deploy.cache.CacheEntry.writeManifest(Unknown Source)
   at com.sun.deploy.cache.CacheEntry.writeFileToDisk(Unknown Source)
   at com.sun.deploy.cache.Cache.downloadResourceToCache(Unknown Source)
   at com.sun.deploy.net.DownloadEngine.actionDownload(Unknown Source)
   at com.sun.deploy.net.DownloadEngine.getCacheEntry(Unknown Source)
   at com.sun.deploy.net.DownloadEngine.getResourceCacheEntry(Unknown Source)
   at com.sun.deploy.net.DownloadEngine.getResourceCacheEntry(Unknown Source)
   at com.sun.deploy.net.DownloadEngine.getResource(Unknown Source)
   at com.sun.javaws.LaunchDownload.downloadJarFiles(Unknown Source)
   at com.sun.javaws.LaunchDownload.downloadEagerorAll(Unknown Source)
   at com.sun.javaws.Launcher.downloadResources(Unknown Source)
   at com.sun.javaws.Launcher.prepareLaunchFile(Unknown Source)
   at com.sun.javaws.Launcher.prepareToLaunch(Unknown Source)
   at com.sun.javaws.Launcher.launch(Unknown Source)
   at com.sun.javaws.Main.launchApp(Unknown Source)
   at com.sun.javaws.Main.continueInSecureThread(Unknown Source)
   at com.sun.javaws.Main$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


so something is wrong with those 2 jars?  What should I use to make my application to correctly start through WebStart?
22  Java Game APIs & Engines / JOGL Development / Re: How to make my JOGL application start with Java Webstart on: 2008-06-09 04:50:01
i tried to follow this, and work off Chris Campbell's JNLP and now i get this:

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Starting....
Exception in thread "Thread-14" java.lang.ExceptionInInitializerError
   at javax.media.opengl.GLCanvas.<clinit>(GLCanvas.java:63)
   at edu.ohiou.cs456_badabing.sceneapi.JavaDia.run(JavaDia.java:174)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.security.AccessControlException: access denied (java.util.PropertyPermission jogl.verbose read)
   at java.security.AccessControlContext.checkPermission(Unknown Source)
   at java.security.AccessController.checkPermission(Unknown Source)
   at java.lang.SecurityManager.checkPermission(Unknown Source)
   at java.lang.SecurityManager.checkPropertyAccess(Unknown Source)
   at java.lang.System.getProperty(Unknown Source)
   at com.sun.opengl.impl.Debug$2.run(Debug.java:75)
   at java.security.AccessController.doPrivileged(Native Method)
   at com.sun.opengl.impl.Debug.isPropertyDefined(Debug.java:73)
   at com.sun.opengl.impl.Debug.<clinit>(Debug.java:52)
   ... 3 more
23  Java Game APIs & Engines / JOGL Development / Re: How to make my JOGL application start with Java Webstart on: 2008-06-09 04:28:41
Welcome
Did you have a look at:
https://jogl.dev.java.net/nonav/source/browse/*checkout*/jogl/doc/userguide/index.html?rev=HEAD&content-type=text/html
Has a little bit on integrating jogl


so I make JNLP file to load my Jar from somewhere, but what do I need to do in my main method to load the native library?  Do i do nothing? Or is there something special I need to do?
24  Java Game APIs & Engines / JOGL Development / Re: Crash or Exception when trying to use big memory on: 2008-06-09 03:54:11
i think your problem is somewhere else besides your GL panel.

What is the line in YOUR program that generates this?  that is what is the package name for your java files.

Also looks like you are trying to use too much memory.  I think there is an upper limit on how much JVM can allocate.  Also could have something to do with how much total RAM your box has, and how much of it is free at the time you start your program.
25  Java Game APIs & Engines / JOGL Development / How to make my JOGL application start with Java Webstart on: 2008-06-09 03:46:46
Hello!  This is my first post here, and I hope I get to stay and help, as well as receive help here for some good time. 

I have been studying Java OpenGL for about a few month now, and I have made project that I run on my windows machine.  I compile it into a jar, and inside my main method i have line: "System.load( System.getProperty( "user.dir" ) + "/jogl.dll" );".  Of course I put the jogl.dll into same folder as my jar.

What I am wondering is how can I make my application run from Java WebStart?  I know i have to make a JNLP file for it, but I am not sure how. 

My question is, can anybody post a tutorial for using Java Webstart to load JOGL application jar from my own webhost, but load native libraries from some other place, as well as make sure it would run on linux, windows, mac, etc.  How would I have to change my own program, and what a simple example of such JNLP file might be? 

I was unable to find clear tutorials on this on the web, so I am hoping one of you guys can help me out with this.

Thank you very much in advance!
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