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Java Game APIs & Engines / JOGL Development / X11 problem
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on: 2003-11-24 21:04:45
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Hi,
My Java OpenGL application works fine on Windows and Mac platform but fails on X11 with the following stack trace:
at net.java.games.jogl.impl.JAWT_DrawingSurface.GetDrawingSurfaceInfo0(Native Method) at net.java.games.jogl.impl.JAWT_DrawingSurface.GetDrawingSurfaceInfo(JAWT_DrawingSurface.java:42) at net.java.games.jogl.impl.x11.X11OnscreenGLContext.lockSurface(X11OnscreenGLContext.java:167) at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:108) - locked <0x454c3040> (a net.java.games.jogl.impl.x11.X11OnscreenGLContext) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162) - locked <0x454c3040> (a net.java.games.jogl.impl.x11.X11OnscreenGLContext) at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:105) at java.awt.Component.setBounds(Component.java:1665) at java.awt.BorderLayout.layoutContainer(BorderLayout.java:683) - locked <0x4532e518> (a java.awt.Component$AWTTreeLock) at java.awt.Container.layout(Container.java:1017) at java.awt.Container.doLayout(Container.java:1007) at java.awt.Container.validateTree(Container.java:1089) at java.awt.Container.validate(Container.java:1064) - locked <0x4532e518> (a java.awt.Component$AWTTreeLock) at java.awt.Window.show(Window.java:455) at java.awt.Component.show(Component.java:1134) at java.awt.Component.setVisible(Component.java:1089)
I read through the newsgroup and have a conjecture that Xlib is not properly initialized for multi-thread programming. The function is caleld XInitThreads and when I do a strace it didn't show up. Should it be included as the first call in the X11 JOGL port?
Thanks Aaron
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Java Game APIs & Engines / JOGL Development / Re: glVertexPointer NIO problem
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on: 2003-11-12 01:43:26
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Here's my code to set the array: where the varray is a set of {x,y,z} and tarray is a set of {s,t}
public void setVertexArrayPtr(float[] varray) { FloatBuffer f = net.java.games.jogl.util.BufferUtils.newFloatBuffer(varray.length); f.put(varray); gl.glVertexPointer(3, GL.GL_FLOAT, 0, f); } public void setTextureArrayPtr(float[] tarray) { FloatBuffer f = net.java.games.jogl.util.BufferUtils.newFloatBuffer(tarray.length); f.put(tarray); gl.glTexCoordPointer(2, GL.GL_FLOAT, 0, f); }
Am I calling it correctly? Aaron
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Java Game APIs & Engines / JOGL Development / glVertexPointer NIO problem
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on: 2003-11-11 22:56:27
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Hi,
I am using the glVertexPointer with JOGL which in turn uses the new NIO feature in JDK 1.4 (as opposed to float[] in gl4java) to setup the vertex array. Occasionally (>50%) I will get EXCEPTION_ACCESS_VIOLATION error in the native code when executing net.java.games.jogl.impl.windows.WindowsGLImpl.glArrayElement(Native Method)
Since I am new to NIO, is there anything I should look out for? I am porting my project from gl4java so the original code works fine.
Thanks and appreciate for any suggestions. Aaron
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Java Game APIs & Engines / JOGL Development / Windowless offscreen rendering
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on: 2003-11-10 23:39:52
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Dear all,
First of all I would like to thank you for all your efforts to make JOGL a wonderful OpenGL Java binding and I like it a lot. I would love to see more user guide or documentation about the internal architecture. For example, I am currently doing offscreen rendering using pbuffer but it seems I still need to attach a canvas to the window system. Is there anyway to do it without windowing system (i.e. no Frame just console command line?)
I learn from Ken Russell that I can make a zero size frame without decoration but still I wonder if there's a way to do offscreen rendering without a window system at all.
Thanks Aaron
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