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1  Java Game APIs & Engines / JOGL Development / Re: jogl2 GLWindow & exclusive fullscreen on: 2010-09-15 23:19:24
I've submitted a bugreport a while ago regarding the "white-screen" issue and provided a workaround for it using Java-Native-Access. That way it works at least under windows.

Take a look here: http://jogamp.org/bugzilla/show_bug.cgi?id=403
2  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-05-02 14:44:39
Hi!
Sorry, kinda false alarm from my side. Did some extensive testing with the newest drivers and on NVidia the bug reappears even with the "swapbuffers()" workaround wich previously worked around the issue Sad So I guess I'm back to square one ...   

And yes, I'm using fullscreen exclusive mode and explicitly change the resolution. In windowed mode I don' have the white screen problems. Only in FEM.
3  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-04-29 00:29:35
Ok, I've made some progress on this issue.

I found this blog entry: http://my2iu.blogspot.com/2004/12/jogl-and-resizing-windows.html

... he states: "If I force an extra buffer swap after a reshape, everything does seem to work correctly (the white screen still shows, but it's quickly overwritten during the successive call to display). Perhaps it's a driver problem.".

So I inserted an explicit GLDrawable.swapBuffers() call at the end of my reshape() method in the GLEventlistener and it WORKED! Cheesy I further tested it with a NVIDIA and an ATI card and it seems to work well on both. I'm currently evaluating different driver versions to test if its a stable solution or just another buggy workaround for a specific driver release. Hope this works for u too ...
4  Java Game APIs & Engines / JOGL Development / Re: JOGL/Vista bug on: 2010-04-28 00:43:51
Hi!
I'm having the same 'white screen' issue under Vista 32bit. I've tried all known java2d/jogl vm-switches with no success so far (ofcourse u have to use "-Dsun.java2d.noddraw=false" otherwise fullscreen never even starts to work) I have so far not found any real wokring solution for the bug but pinpointed it to be a Nvidia specific problem (have a second ati machine with win 7 64bit where everything works fine).

At least for me it disappears when I disable Aero, wich is ofcourse unacceptable, but at least hints that it has stg to do with the new DWM in Vista AND the NVidia driver. Also if u press alt-tab to minimize the window and the alt-tab it back to fullscreen the white-screen bug disappears and my application renders correctly. Also not to use FBO's seems to help with some driver versions, but with the newest driver version even if u avoid the FBO's completely u have the white-screen bug.

I am currently working on this issue and have the 'feeling' (no real evidence) that it has stg to do with the the order or the timing when doing the initialization of the frame/glcanvas.


5  Java Game APIs & Engines / JOGL Development / Re: GLJPanel and double buffering broken ? on: 2009-12-19 16:42:34
Ok, now at least I got it "partially" working. The issue seems to be using "-Dsun.java2d.opengl=true". When explicitly enabling the Java2D OpenGL pipeline you lose correct vsync support for GLCanvas and GLJPanel. It seems that Java2D is interferring in some way with JOGL thereby destroying correct vsync support.

The pragmatic solution is not to use the OpenGL pipeline of Java2D in conjunction with JOGL. This is a viable way when only using GLCanvas but unfortunately when using the GLJPanel to conveniently intermix 2D/3D you completely lose hardware acceleration without "-Dsun.java2d.opengl=true".

So I have to choose between "horribly slow OpenGL rendering with convenient 2D/3D intermix and correct vsync" or "full hardware accelerated, vsynced OpenGL with pain in the ass Java2D intermix" ...  Undecided

Anyone got a better alternative ?
6  Java Game APIs & Engines / JOGL Development / Re: GLJPanel and double buffering broken ? on: 2009-12-17 20:51:06
Sure VSync is also an issue here, even when double buffering would be working wich I doubt with the amount of tearing I am experiencing.

Given the case that Swings double buffering is working correnctly and it is only VSync related, how do I create a GLJPanel wich uses VSync ?
7  Java Game APIs & Engines / JOGL Development / GLJPanel and double buffering broken ? on: 2009-12-17 17:44:32
Hi!
I'm trying to use a GLJPanel to efficiently intermix Java2D content with OpenGL stuff. So far so good, but when using the GLJPanel for rendering I have horrible tearing. I was always convinced that all Swing components (wich should include the GLJPanel) are automatically double buffered, thereby avoiding tearing.

To verify that it's not my fault that double buffering does not work I tested the standard PhotoCube demo from Chris Campbell http://weblogs.java.net/blog/2006/10/12/easy-2d3d-mixing-swing and the JOGL Swing demonstration http://download.java.net/media/jogl/builds/archive/jsr-231-webstart-current/JRefract.jnlp. Both have the same tearing problem I am experiencing.

So here's my question: Why is double buffering not working for GLJPanel and is there a way to work around this issue ?

Thanks in advance for your efforts.

-H05h1-
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