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1  Java Game APIs & Engines / JOGL Development / Re: intermittent crashes with JOGL on: 2012-04-25 08:43:27
I downloaded a swt.jar and added it to the project and those warnings went away, but the problem didn't Sad
Now all I get are some warnings, been ignoring them for now.
2  Java Game APIs & Engines / JOGL Development / Re: intermittent crashes with JOGL on: 2012-04-24 04:14:40

Now I am basically back to where I was in the OP except with the latest (04/22/2012) JOGL build. (still works, but not every time and gives the same error).
I am currently getting the following blocks of warnings in case this sheds some light on this issue:

Warning: com.jogamp.nativewindow.swt.SWTAccessor cannot access
Warning: com.jogamp.nativewindow.swt.SWTAccessor cannot access org.eclipse.swt.widgets.Control
Warning: com.jogamp.nativewindow.swt.SWTAccessor$1 cannot access org.eclipse.swt.widgets.Control
Warning: com.jogamp.nativewindow.swt.SWTAccessor$2 cannot access
Warning: com.jogamp.nativewindow.swt.SWTAccessor$2 cannot access org.eclipse.swt.widgets.Control
Warning: com.jogamp.nativewindow.swt.SWTAccessor$3 cannot access
Warning: com.jogamp.nativewindow.swt.SWTAccessor$3 cannot access org.eclipse.swt.widgets.Control
Warning: com.jogamp.opengl.swt.GLCanvas cannot access
Warning: com.jogamp.opengl.swt.GLCanvas cannot access

and also:

Warning: cannot access com.sun.codemodel.JArrayClass$1
Warning:$1 cannot access com.sun.codemodel.JArrayClass$1
Warning:$1 cannot access com.sun.codemodel.JCodeModel$1
Warning:$JReferencedClass cannot access com.sun.codemodel.JCodeModel$1
Warning: cannot access com.sun.codemodel.JNestedClass
Warning: cannot access com.sun.codemodel.JExpr$3
Warning:$3 cannot access com.sun.codemodel.JExpr$3
Warning: cannot access com.sun.codemodel.JNestedClass
Warning: cannot access com.sun.codemodel.JNullType$1
Warning:$1 cannot access com.sun.codemodel.JNullType$1

but I was reading that the 2nd block's warnings are not significant.

Any thoughts?
3  Java Game APIs & Engines / JOGL Development / Re: intermittent crashes with JOGL on: 2012-04-23 08:35:21
Can you please tell me why newt.all and nativewindow.all are missing in all post Sept/Oct 2011 builds?
Should I use newt.core or any other and in atomic folder to replace them if I want to use latest stuff?

Most JOGL tutorials require using 4 files: jogl.all, gluren-rt, newt.all and nativewindow.all. Last 2 are missing in newer builds.

4  Java Game APIs & Engines / JOGL Development / Re: intermittent crashes with JOGL on: 2012-04-19 16:35:03
I'd like to exhaust other solutions before jumping into editing code I didn't write especially given the size of this project.
You mention the reason this code might be working in Windows but works only part of the time in Linux is because of the way
drivers (assume graphics card drivers?) interact with VBOs. Could it be possible I am not using the proper/best

5  Java Game APIs & Engines / JOGL Development / Re: intermittent crashes with JOGL on: 2012-04-19 08:42:10
Also in case it is relevant, I get the following warning right before the crash message in the OP:

WARNING [org.openide.filesystems.Ordering]: Found same position 100 for both Toolbars/File/PolygonAction.shadow and Toolbars/File/RectangleAction.shadow

This warning persists though even during the 20-30% of the cases when the program works.
6  Java Game APIs & Engines / JOGL Development / Re: intermittent crashes with JOGL on: 2012-04-19 08:32:04
How would I go about checking this? Sorry I am new to JOGL. I found instances of the method you were refering to:

protected void drawSideInteriors(DrawContext dc, ShapeData shapeData)
        super.prepareToDrawInterior(dc, this.getActiveSideAttributes(), defaultSideAttributes);

        GL gl = dc.getGL();

        for (ExtrudedBoundaryInfo boundary : shapeData)
            if (!dc.isPickingMode() && this.mustApplyLighting(dc, this.getActiveSideAttributes()))
                gl.getGL2().glNormalPointer(GL.GL_FLOAT, 0, boundary.sideNormalBuffer.rewind());

            if (!dc.isPickingMode() && boundary.sideTextureCoords != null)
                gl.getGL2().getGL2().glTexCoordPointer(2, GL.GL_FLOAT, 0, boundary.sideTextureCoords.rewind());

            gl.getGL2().getGL2().getGL2().glVertexPointer(3, GL.GL_FLOAT, 0, boundary.sideVertexBuffer.rewind());

            for (int j = 0; j < boundary.faceCount; j++)
                if (!dc.isPickingMode() && boundary.sideTextureCoords != null)
                    if (!boundary.sideTextures.get(j).bind(dc))


                boundary.sideIndices.position(4 * j);
                boundary.sideIndices.limit(4 * (j + 1));
                gl.glDrawElements(GL.GL_TRIANGLE_STRIP, 4, GL.GL_UNSIGNED_INT, boundary.sideIndices);

Does anything here look suspect? How do you go about checking what you mentioned?
7  Java Game APIs & Engines / JOGL Development / Re: intermittent crashes with JOGL on: 2012-04-19 04:57:14
This same code runs just fine on Windows 32.
Given your description this problem would persist across platforms if it was what you think it is wouldn't it?
8  Java Game APIs & Engines / JOGL Development / intermittent crashes with JOGL on: 2012-04-18 11:18:05
Linux 32bit
JOGL 2.0 (using incremental build from 07/17/2011)
Netbeans 7.1.1
NVIDIA drivers = "version current" that came with Linux.

Program seams to work fine 20-30% of the time. Other times it crashes and I get this:

Info: XInitThreads() called for concurrent Thread support
# A fatal error has been detected by the Java Runtime Environment:
#  SIGSEGV (0xb) at pc=0xb7730f2d, pid=12378, tid=2362850160
# JRE version: 6.0_31-b04
# Java VM: Java HotSpot(TM) Server VM (20.6-b01 mixed mode linux-x86 )
# Problematic frame:
# C  []  pthread_mutex_lock+0x1d
# An error report file with more information is saved as:
# /usr/local/vcat/hs_err_pid12378.log
# If you would like to submit a bug report, please visit:
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
Result: 134
BUILD SUCCESSFUL (total time: 1 minute 46 seconds)

Any ideas what's going on?
Thanks in advance.
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