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1  Java Game APIs & Engines / JOGL Development / HP-UX support on: 2005-06-16 12:32:46
Has anyone tried JOGL on HP-UX?

I guess just building the native part (X11) and running should work?
Or does anyone anticipate problems on HP-UX?


Any info appreciated,

Frank.

2  Java Game APIs & Engines / JOGL Development / Re: JOGL + XiG Summit Accelerated X server on: 2004-05-06 07:45:43

It could be a problem with the default capabilities chooser,
choosing a mode with indirect rendering.
You could try your own chooser and try to select a
HW accelerated mode.

See also topic: hardware acceleration breaks with new version.

I'd be interested to know whether you get HW acceleration working on the XIG server. Keep us posted.

Frank Suykens.
3  Java Game APIs & Engines / JOGL Development / Why JRE 1.4.2 needed? on: 2003-12-11 08:25:23
We've started using JOGL in a project, and I need to motivate why a customer needs to upgrade from 1.4.1 to 1.4.2 (on Solaris).  It would be nice if I could reference a number of specific bugs fixed in 1.4.2 that affect JOGL.

Anyone know any? Or any other reason?


Thanks,

Frank.
4  Java Game APIs & Engines / JOGL Development / Creating a GLCanvas from the AWT thread on: 2003-11-19 14:00:31
Hi,

I have a problem (and some workaround)  when creating a GLCanvas from the AWT thread: I open a JFrame with a JButton inside that, when pressed, triggers the creation of a GLCanvas that is added to the frame's content pane.
When the creation of the GLCanvas triggers a reshape (I call setSize), I get the following exception:

net.java.games.jogl.GLException: Unable to lock surface
(stack trace at end).

A workaround that I found is to create a new thread in the actionPerformed of the button-listener (AWT thread) and
create the GLCanvas in the new thread. The button
code is as follows:

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JButton button = new JButton( "Activate Gears" );
button.addActionListener( new ActionListener() {
      public void actionPerformed( ActionEvent e ) {
          Thread init_3d_thread = new Thread() {
            public void run() {
               // create GLCanvas
             startGears( pane );
            }
          };

          init_3d_thread.start();

          try {
            init_3d_thread.join();
          } catch ( InterruptedException ex ) {
            ex.printStackTrace();
          }


The AWT thread just waits until the creation of the GLCanvas finishes (in startGears), but it works.
Anybody know what is going wrong (or what I am doing wrong) and why the workaround works?

I'm running under windows. I've got a modified gears demo that demonstrates the problem if needed.

Thanks,

Frank.


PS. Stack trace:
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net.java.games.jogl.GLException: Unable to lock surface
      at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.lockSurface(WindowsOnscreenGLContext.java:155)
      at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:107)
      at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:199)
      at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:105)
      at java.awt.Component.setBounds(Component.java:1664)
      at java.awt.Component.resize(Component.java:1601)
      at java.awt.Component.setSize(Component.java:1593)
      at Gears.startGears(Gears.java:93)
      at Gears$1.actionPerformed(Gears.java:61)
      at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:1786)
...
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