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1  Java Game APIs & Engines / JOGL Development / Method glClientActiveTexture not available problem in TextFlow demo on: 2007-11-14 15:51:36
I have encountered a problem running the TextFlow demo on a Win XP Pro PC with Intel 82810E built in graphics, the 7/23/02 driver (which I believe is the latest).

The application throws GLExceptions: "Method glClientActiveTexture not available" and does not display anything. All of the text related demos (and my own application) have the same problem.

Has anyone else encountered the problem? Is there a workaround? The demo claims to need no special capabilities.
2  Java Game APIs & Engines / JOGL Development / Re: JSR-231 in Early Draft Review on: 2006-02-18 19:54:55
Succes after the renaming changes except for the apparent lack of:


Is there an eguivalent function?
3  Java Game APIs & Engines / JOGL Development / Re: What is under the covers? on: 2005-03-23 17:23:13
I can reproduce the resize problem on a G4 Powerbook with the Gears demo.

Here's part of an email from Dmitry about a year ago when I was trying to track it down. It crashed then, and things have improved since then, but the size mismatch is still there.

BTW: I can see that hanging almost for every jogl-demo example (except Gera and jGear)

here is a code from GL4Java implementation related to resizing:

JNIEXPORT void JNICALL Java_gl4java_GLContext_gljResizeNative
 (JNIEnv *env, jobject object, jboolean isOwnWindow, jlong disp, jlong pData, jint width, jint height)
   NSLock *lock = [[NSLock alloc] init];

    if ([lock tryLock]) {
           gl4javaResize(env,object,(NSWindow *)pData,width,height);//
       [lock unlock];
   [lock release];

before I use locking
gl4java exhibited very similar behavior: it crashed
(not heavily as jogl though)

hope it will help

just FYI

void gl4javaResize(JNIEnv *env, jobject object, NSWindow *window, int width, int height)
   jclass cls = 0;
   NSView *view = NULL;
   jfieldID fglContext=0;
   jfieldID foffScreenRenderer=0;
   jboolean joffScreenRenderer=JNI_FALSE;
   NSOpenGLContext *gc = NULL;
   NSOpenGLContext *currentContext = [NSOpenGLContext currentContext];
   NSRect viewFrame;
   jboolean needResetContext = JNI_FALSE;
   cls = (*env)->GetObjectClass(env, object);
   if (cls==0) return;
     foffScreenRenderer = (*env)->GetFieldID(env, cls, "offScreenRenderer", "Z");
   if (foffScreenRenderer==0) return;
   joffScreenRenderer =(*env)->GetBooleanField(env, object, foffScreenRenderer);
   if(joffScreenRenderer == JNI_TRUE) return;
   fglContext=(*env)->GetFieldID(env, cls, "glContext", "J");
   if (fglContext==0) return;
   gc =(NSOpenGLContext*)((int)(*env)->GetLongField(env, object, fglContext));
   if (gc==0) return;
   view = [gc view];
   if(view == NULL) return;
   viewFrame = [view frame];

       if(gc == currentContext) needResetContext = JNI_TRUE;
       else                               needResetContext = JNI_FALSE;
           [NSOpenGLContext clearCurrentContext];
       [gc clearDrawable];
       [gc setView : view];
           [gc makeCurrentContext];
   [gc flushBuffer];
   if(window != NULL) [window setViewsNeedDisplay:YES];

4  Java Game APIs & Engines / JOGL Development / Re: Serious lighting problem with JOGL on: 2005-03-17 20:49:15
In my case, there is no gldebug output. The GL Version reported is 1.5.4582, and again the card is a Radeon X800 SE x86/SSE2.

My JWS application, with GL Debug enabled is here:

The GL Capabilites looked normal to me.
5  Java Game APIs & Engines / JOGL Development / Re: Serious lighting problem with JOGL on: 2005-03-17 13:47:29
I've seen the lack of lighting on one Dell XPS Gen 3 system with a Radeon X800 SE card when the same application runs fine on many other systems.
6  Java Game APIs & Engines / JOGL Development / Re: "On-demand" mode modification to tut on: 2005-02-13 22:39:35
Thanks for the demo - I've been looking for something like this!

I see two problems on a Mac PowerBook with a Radeon 9600.

- maximizing the window does not resize the canvas, although resizing the window usually does. The result is the figures are cropped to their previous window size and ocassionally there is junk in the rest of the window. I also see some occasional shards during resize. It's as if the adjusted viewport sometimes lags behind the window changes.

- The application hangs. I can't find a simple trigger, but resizing, rotating, maximizing, restoring to the previous size when repeated for a while (10 seconds to a few minutes) cause a hang. Here's a thread dump:



> suspend
All threads suspended.
> threads
Group system:
 (java.lang.ref.Reference$ReferenceHandler)0xdf Reference Handler cond. waiting
 (java.lang.ref.Finalizer$FinalizerThread)0xde  Finalizer         cond. waiting
 (java.lang.Thread)0xdd                         Signal Dispatcher running
 (java.lang.Thread)0x403                        Java2D Disposer   cond. waiting
Group main:
 (java.lang.Thread)0x221                        AWT-AppKit        cond. waiting
 (java.lang.Thread)0x39d                        AWT-Shutdown      cond. waiting
 (java.awt.EventDispatchThread)0x3a6            AWT-EventQueue-0  cond. waiting
 (java.lang.Thread)0x3bf                        DestroyJavaVM     running
> wherei all
Signal Dispatcher:
 [1] java.lang.Object.wait (native method)
 [2] java.lang.ref.ReferenceQueue.remove (, pc = 44
 [3] java.lang.ref.ReferenceQueue.remove (, pc = 2
 [4] java.lang.ref.Finalizer$ (, pc = 3
Reference Handler:
 [1] java.lang.Object.wait (native method)
 [2] java.lang.Object.wait (, pc = 2
 [3] java.lang.ref.Reference$ (, pc = 46
 [1] java.lang.Object.wait (native method)
 [2] java.lang.Object.wait (, pc = 2
 [3] apple.awt.CToolkit.invokeAndWait (,021), pc = 40
 [4] apple.awt.ComponentModel.handlePaint (, pc = 28
 [1] java.lang.Object.wait (native method)
 [2] java.lang.Object.wait (, pc = 2
 [3] (, pc = 32
 [4] (, pc = 11
 [1] java.lang.Object.wait (native method)
 [2] java.lang.Object.wait (, pc = 2
 [3] java.awt.EventQueue.getNextEvent (, pc = 89
 [4] java.awt.EventDispatchThread.pumpOneEventForHierarchy (, pc = 9
 [5] java.awt.EventDispatchThread.pumpEventsForHierarchy (, pc = 26
 [6] java.awt.EventDispatchThread.pumpEvents (  ), pc = 4
 [7] java.awt.EventDispatchThread.pumpEvents (, pc = 3
 [8] (, pc = 9
Java2D Disposer:
 [1] java.lang.Object.wait (native method)
 [2] java.lang.ref.ReferenceQueue.remove (, pc = 44
 [3] java.lang.ref.ReferenceQueue.remove (, pc = 2
 [4] (, pc = 3
 [5] (, pc = 11
7  Java Game APIs & Engines / JOGL Development / Re: Machine dependent problems in Virtual Globe on: 2005-01-13 19:00:51
I find this application exhibits two of the resize problems I've seen in my own application, at least on a Mac  1.33Ghz 17" Powerbook.

I have a suspicion the problem lies in the JOGL arithmetic in determining the upper left screen coordinates, where they are allowed to extend outside of the canvas.

1. It looks like the repaint after a resize is delayed behind the window event - as if the previously reported size as the window continuously repaints during the drag of a corner is what is displayed when the drag completes. So if the window is expanding, there is white space or garbage at the right and bottom edges. If it is decreasing, the view may be cropped to something larger.

2. If I resize, at least on the Mac, I can move the bottom of the window up into the menu area, causing the following:

Java Web Start 1.4.2_05 Console, started Thu Jan 13 14:43:55 MST 2005
Java 2 Runtime Environment: Version 1.4.2_05 by Apple Computer, Inc.
Logging to file: /Users/pdj/Desktop/JWSlog
Opened connection to elevation server:
OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: ATI Radeon 9600 OpenGL Engine
OpenGL version: 1.5 ATI-1.3.36
OpenGL extensionsGL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_fragment_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_vertex_buffer_object GL_EXT_compiled_vertex_array GL_EXT_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_texture_compression_s3tc GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_APPLE_pixel_buffer GL_NV_blend_square GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix
Fetching images from:,global_mosaic&pos-code=
Fetching images from:,global_mosaic&pos-code= java.lang.reflect.InvocationTargetException
Caused by: java.lang.reflect.InvocationTargetException
     at java.awt.EventQueue.invokeAndWait(
     ... 3 more
Caused by: glGetError() returned the following error codes after a call to glViewport(): GL_INVALID_VALUE
     at java.awt.event.InvocationEvent.dispatch(
     at java.awt.EventQueue.dispatchEvent(
     at java.awt.EventDispatchThread.pumpOneEventForHierarchy(
     at java.awt.EventDispatchThread.pumpEventsForHierarchy(
     at java.awt.EventDispatchThread.pumpEvents(
     at java.awt.EventDispatchThread.pumpEvents(
8  Java Game APIs & Engines / JOGL Development / Re: Problem: Scrambled pixels when resizing on: 2005-01-08 15:53:57
I've seen this problem on OS X and Win 2K for about a year.

At one point I could crash these two systems by resizing so the height was less than about a dozen pixels. I have not tried it lately.

There are several past discussions about resize problems.
9  Java Game APIs & Engines / JOGL Development / Re: Own Animator class on: 2004-10-21 01:06:25
This will probably be of little help, but with the nightly build from 10/17, I get a window, then:

Using ATI workaround of dispatching display() on event thread
java.lang.IllegalMonitorStateException: current thread not owner
       at Method)
       at MyAnimator$
Bus error
10  Java Game APIs & Engines / JOGL Development / Re: Java Webstart Problem on: 2004-06-14 19:49:40
I'm not sure this is the problem you are chasing, but...

When I run:

I get an error from JWS that indicates you have not signed Sample.jar and the jogl*.jar files with the same key:

An error occurred while launching/running the application.

Title: JOGL Sample
Vendor: K. Development
Category: Security Error

Unsigned application requesting unrestricted access to system
Unsigned resource:
11  Java Game APIs & Engines / JOGL Development / Re: jogl API feedback requested for JSR 231 on: 2004-04-12 21:32:01
Since Ken Russell requested problems also be discussed on this thread, the big show stopper for me is the reshape problem which causes system hangs. It's been discussed quite often, most recently on the list under the topic:

Re: OT: JOGL Re: Still getting link issues with JNLP

12  Java Game APIs & Engines / JOGL Development / Re: jogl API feedback requested for JSR 231 on: 2004-04-09 23:39:17
The support for controlling buffer swapping. See the thread:

     Vote time: RFE - Developer controlled swap buffer
13  Java Game APIs & Engines / JOGL Development / Re: JOGL on Java 1.4.2 for OSX? on: 2004-02-19 20:26:17
Gregory Pierce wrote:

> What version are you using? If its not the latest nightly build or the latest release build from the site, then you need to upgrade.

Checking the cvs repository ( jogl) on a fairly regular basis, I've seen no changes at all in the source code for months (weeks if you count a change on 1/31 that went in and back out because of my confusion). Same for the source distribution on the nightly build site <>. And I find no release builds there either.  Are the nightly builds done off something else? Am I looking in the right places?

I'm not complaining, just making sure I understand the current code state.

14  Java Game APIs & Engines / JOGL Development / Tessellation bug fix for vertex[Data] callback on: 2004-01-29 12:27:33
In, line 306 of the Sept 5 release, the line


should be

               tess.callVertexOrVertexData( e.Org.coords);

The vertex(coords) and vertexData(coords, userData) callbacks were getting the userData information in place of the coords.
15  Java Game APIs & Engines / JOGL Development / Re: Demo Request, Swing and jogl on: 2004-01-25 23:10:16
As I mentioned in an earlier post, there seem to be problems with GLCanvas and AWT or Swing - even in an independent windows - on a Win2K system.

I've posted a simple modification to the Gears demo that instantiates a Swing Slider in another window to control the rotation of the gears. There are Java Web Start files to run it requesting either double or single buffered GL capabilities.

Don't run it on a system you don't want to crash. It's behavior is not repeatable.

I can run it and it looks normal for a few times, but resizing the GL window can hang the PC.  Sometimes I get a blank screen, sometme the performance is slow, sometimes everything looks fine. But repeated execution of the same application gives unpredictable results.

The double and single buffered versions are at:


The source is included in the jar file.

Any help would be appreciated.
16  Java Game APIs & Engines / JOGL Development / Re: Demo Request, Swing and jogl on: 2004-01-23 21:14:01
I've been having little luck in using a Swing control in one window to manipulate a scene in a different GL window. I'm trying this to avoid some of the issues mentioned on this group in mixing the two in the same Frame.

I see two problems -

 1 - poor performance on OS X, very poor on Win2K. The awt thread does not seem to take much cpu time, but it seems like the repaint of the GLCanvas takes a long long time. Direct manipulation through a mouse in the GL window itself is instantaneous, as is the manipulation of the control by itself.

 2 - lack of anything displayed at all on Win2K or XP when there is much object complexity. Once I saw the the GL canvas come alive afer 2-3 minutes when the objects were the three gears from the Gears demo.

The first problem A is shown in a modified form of the example in this thread and posted at:

The jar file has the source as well.

The problem with the lack of any display seems to happen both with an Animator running freely and when repaint is used. I'll put an example of that up  when I get time. I've set the doubleBuffer capability to false on the PC with no effect.

I'd like to find some way to get this working. Any pointers to parts of jogl to look at would be appreciated. Working demos that use both Swing and jogl and which run well would be even better.

     Paul Jensen
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