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1  Java Game APIs & Engines / JOGL Development / Re: -Dsun.java2d.opengl.fbobject=false? on: 2008-07-28 14:33:01
Just an update... we've determined that the problem we see is due to the usage of multiple monitors... will see if we can put a simple test case together eventually.
2  Java Game APIs & Engines / JOGL Development / Re: Swing Component above JOGL on: 2008-07-07 19:29:15
Have you tried setting component Z-order?

e.g. setComponentZOrder()
3  Java Game APIs & Engines / JOGL Development / Re: Rotating an object around its local origin on: 2008-07-01 15:55:14
how so? can you elaborate?


Why would the order of rotations make any difference?

Rotations are not a commutative operation like translations are, therefore order matters.

What I do is basically the following: 
    I chose the body to focus on and translate that body to the origin
    I then apply these rotations based on mouse inputs:
          gl.glRotated(rotX, 1.0, 0.0, 0.0);
          gl.glRotated(rotZ, 0.0, 0.0, 1.0);
    Then I translate the body back to its position

I would venture to guess that your initial translation to the origin is not zeroing out because of floating point error.  You might want to try something more along the lines of:
    Push a matrix on the stack (glPushMatrix())
    Load an identity matrix (glLoadIdentity())
    Translate to your position
    Apply your rotations
    Draw all of your vertices relative to this position
    Pop the matrix off of the stack (glPopMatrix())

If it looks backwards, it's because matrices are applied in reverse order.  lhkbob suggested the same order earlier.
4  Java Game APIs & Engines / JOGL Development / Re: -Dsun.java2d.opengl.fbobject=false? on: 2008-07-01 14:12:17
I found this post, but the solution doesn't really help us.  We're also having a slightly different problem than what was mentioned... instead of a crash, we get just an empty black frame.
5  Java Game APIs & Engines / JOGL Development / Re: Rotating an object around its local origin on: 2008-07-01 13:50:20
So, I sort of have 2 questions...has anyone experienced a similar issue and if so what did you do to fix it (if you did succeed)?

It's all in the order of rotations.
6  Java Game APIs & Engines / JOGL Development / -Dsun.java2d.opengl.fbobject=false? on: 2008-06-30 20:09:28
I've been developing with JOGL under NASA WorldWind for a while now, and we've always had to set a couple of flags to get reasonable performance out of our GLJPanels:

-Dsun.java2d.opengl=true
-Dsun.java2d.opengl.fbobject=false

My colleague and I thought until recently that having to use fbobject=false was due to a driver issue; I'm using a Dell Latitude D830, which has an NVIDIA Quadro NVS 140M and Dell's latest available drivers.  However, he recently changed his setup to a desktop computer with a GeForce 8600 GT and the latest drivers and still has to set the flag.  We both figured the 8600 probably has very well tested drivers that should play well with JOGL.

I guess I'm confused... I read in places that implied we shouldn't have to do this:
http://weblogs.java.net/blog/campbell/archive/2005/09/java2djogl_inte_1.html (Chris Campbell suggested trying out fbobject=true almost 3 years ago...)
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6439320 (Apparently true by default is in, but that just means we have to explicitly set false...)

Any ideas?  Is there something I can check or give to someone to get this fixed?  Is this still a known issue?

 Huh
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