Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (475)
Games in Android Showcase (105)
games submitted by our members
Games in WIP (524)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 2 3 [4] 5 6
  ignore  |  Print  
  JSR-231 1.1.1a Released  (Read 95711 times)
0 Members and 1 Guest are viewing this topic.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #90 - Posted 2007-10-20 01:05:23 »

i still couldnt reproduce the above artefacts, but it has happened a couple more times since then. all i can say is that it  always happened after i have rendered A LOT of text.

Please file a bug if you can come up with a consistently reproducible test case.
Offline Quix0r

Junior Newbie





« Reply #91 - Posted 2007-10-20 09:19:21 »

II got this error message with latest release:

Quote
Exception in thread "main" java.lang.IllegalArgumentException: GLDrawableFactory.chooseGraphicsConfiguration() was not used when creating this Component
   at com.sun.opengl.impl.x11.X11GLDrawableFactory.getGLDrawable(X11GLDrawableFactory.java:233)
   at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:117)
   at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:82)
   at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:75)
   at Line.<init>(Line.java:24)
   at Line.main(Line.java:107)

Here is my little code (somewhere copied from this forum):

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
95  
96  
97  
98  
99  
100  
101  
102  
103  
104  
105  
106  
107  
108  
109  
110  
111  
112  
113  
114  
115  
116  
117  
118  
119  
120  
121  
122  
123  
124  
125  
126  
127  
128  
129  
130  
131  
132  
133  
134  
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import javax.swing.*;

/**
 * @author quix0r
 *
 */

public class Line extends JFrame implements GLEventListener {

   /**
    *
    */

   private static final long serialVersionUID = -1445174150957788549L;
   /**
    *
    */

   public Line()
   {
      // the name of the window
     super("My First JOGL Application"); //$NON-NLS-1$

      // create the canvas we will be drawing on
     final GLCanvas canvas = new GLCanvas();

      // as this class implements the GLEventListener interface
     // it is what tells the canvas what to do.
     canvas.addGLEventListener( this ); // VERY IMPORTANT LINE

      // set the size of the canvas
     canvas.setSize(500, 300);

      // add the canvas to the window
     this.getContentPane().add(canvas);
   }
   /**
    *  This is the initialisation method. It is used to set up several of the
    *  state variables that are constant for the programs duration
    */

   public void init(final GLAutoDrawable drawable)
   {
      // the GL object is used to set the state variables
     final GL gl = drawable.getGL();

      // the GLU object can do alot of complex things
     // but there it is used to simply set up the coordinates
     // for the drawing area.
     final GLU glu = new GLU();

      // this sets the background colour to black
     // the first three numbers are the specification
     // of black in RGB, and the last is an alpha component.
     gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

      // sets the size of the viewable drawing area on the screen
     gl.glViewport(-500, -300, 500, 300);

      // dont worry too much about these
     gl.glMatrixMode(GL.GL_PROJECTION);
      gl.glLoadIdentity();

      // set the coordinate system. Its is set so that (0,0) is the centre of the canvas.
     // (-500, -300) is the bottom left corner.
     glu.gluOrtho2D(-500, 500.0, -300, 300.0);
   }
   /**
    * This method draws the red line that was mentioned in the tutorial
    * @param drawable
    */

   public void display(final GLAutoDrawable drawable)
   {
      // again we need the object representing the state of oplenGL
     final GL gl = drawable.getGL();

      // we earlier set the background colour, now we paint that
     // colour onto our canvas.
     gl.glClear(GL.GL_COLOR_BUFFER_BIT);

      // these are used to represent the RGB values for a colour
     // it isnt really necessary to use them in a program as simple as
     // this, but it is good practice.
     final float red = 1.0f;
      final float green = 0.0f;
      final float blue = 0.0f;

      // set the drawing colour to red.
     gl.glColor3f(red, green, blue);

      // set the width a line
     gl.glLineWidth(5.0f);

      // tell open gl to draw a line
     gl.glBegin(GL.GL_LINES);
         // from (-200, -200) to (200, 200)
        gl.glVertex2i(-200, -200);
         gl.glVertex2i(200, 200);
      gl.glEnd();
   }
   
   /*************************************************************
    * This has nothing to do with jogl, it is simply setting up the
    * window that the canvas will be inside.
    * @param argv
    */

   public static void main(final String[] argv)
   {
      final Line m = new Line();
      SwingUtilities.invokeLater
      (
         new Runnable()
         {
            public void run()
            {
               m.pack();
               m.setVisible(true);
            }
         }
      );
   }
   /* (non-Javadoc)
    * @see javax.media.opengl.GLEventListener#displayChanged(javax.media.opengl.GLAutoDrawable, boolean, boolean)
    */

   public void displayChanged(final GLAutoDrawable arg0, final boolean arg1, final boolean arg2) {
      // TODO Auto-generated method stub
     
   }
   /* (non-Javadoc)
    * @see javax.media.opengl.GLEventListener#reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int)
    */

   public void reshape(final GLAutoDrawable arg0, final int arg1, final int arg2, final int arg3, final int arg4) {
      // TODO Auto-generated method stub
     
   }
}


Any idea?

Roland
Offline Quix0r

Junior Newbie





« Reply #92 - Posted 2007-10-20 12:42:21 »

Reason is found: I used the GNU Java Compiler and not Sun's. Angry

In Eclipse you have to do something more:

1) Create a new project (or use an existing
2) Add two new paths: lib and native
3) Download latest JOGL and extract it
4) Copy the *.jar files to lib, *.so|dll to native
5) Back in Eclipse hit the F5 key and expand the lib folder
6) Add both JARs to the build path (right-click them)

And now comes the important two steps:

7) Right-click your OpenGL project, choose Libraries and expand the JRE System Library part
Cool Click on Native library location, click Edit and chhose the native folder where you have copied the so/dlls to

Rebuild the project and you might be lucky... Wink Grin
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline emzic

Senior Member





« Reply #93 - Posted 2007-10-22 15:18:46 »

ok , i finally got a testcase for the bug i mentioned above. it took me basicall all of my weekend, cause it is really a weird bug. it seems to be connected to a certain character, namely the dash (ASCII 150). but not the character alone causes the problem, only when it is surrounded by other text and then all successive calls to the textrenderer produce scrambled text.

here is the testcase:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
import java.awt.Frame;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Random;

import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;

import com.sun.opengl.util.Animator;
import com.sun.opengl.util.j2d.TextRenderer;


public class TextTest extends Frame implements GLEventListener {

   private static final long serialVersionUID = 1L;
   
   int width, height;

   public static void main(String[] args) {
      new TextTest();      
   }
   
   GLCanvas canvas;
   TextRenderer tr ;
   Animator animator;
   
   public TextTest() {
      super("TextTest");
      this.setSize(800, 800);
      canvas = new GLCanvas();
      canvas.addGLEventListener(this);
      add(canvas);
     
      animator = new Animator(canvas);
      animator.setRunAsFastAsPossible(false);
      animator.setPrintExceptions(true);
      animator.start();
     
      setVisible(true);
      addWindowListener(new WindowAdapter() {
         public void windowClosing(WindowEvent e) {
            System.exit(0);
         }
      });
   }

   public void display(GLAutoDrawable drawable) {
      GL gl = drawable.getGL();
      gl.glClearColor(1,1,1,1);
      gl.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT);
     
       
      gl.glMatrixMode(GL.GL_PROJECTION);
      gl.glLoadIdentity();      
      //new GLU().gluPerspective(45f, (float)width/(float)height, 0.1f, 1000f);
     gl.glOrtho(0.0, 800, 0.0, 800, -100.0, 100.0);
      gl.glMatrixMode(GL.GL_MODELVIEW);
      gl.glLoadIdentity();
     
      tr.beginRendering(800,800);
      tr.draw( "die Marktwirtschaft. Da regelt sich – angeblich", 16, 32);
      tr.draw( "Hello World! This text is scrambled", 16, 16);
      tr.endRendering();
     
   }

   public void init(GLAutoDrawable arg0) {
      tr = new TextRenderer(new java.awt.Font("Verdana", java.awt.Font.PLAIN, 12), true, false, null, false);
      tr.setColor(0,0,0,1);
   }

   public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3, int arg4) {
      width = arg3;
      height = arg4;
      GL gl = arg0.getGL();
      gl.glViewport(0, 0, width, height);
      gl.glMatrixMode(GL.GL_PROJECTION);
      gl.glLoadIdentity();
      gl.glOrtho(0.0, 800, 0.0, 200, -100.0, 100.0);
      gl.glMatrixMode(GL.GL_MODELVIEW);
      gl.glLoadIdentity();
   }
   public void displayChanged(GLAutoDrawable arg0, boolean arg1, boolean arg2) {}


   
}

www.embege.com - personal website
webstart blendinspect - OpenGL BlendingModes visualization.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #94 - Posted 2007-10-22 21:03:24 »

Thanks, filed as Issue 326. Note that your dash character is not an ASCII dash but some extended Unicode character, which is probably what is causing the problem (fallback to the full Unicode code path).
Offline emzic

Senior Member





« Reply #95 - Posted 2007-10-23 10:31:46 »

thanks Ken. So does the current Textrenderer officially support full Unicode? I would highly encourage this, since the game i am working on, is mainly a chat which relies on a lot of strange characters from different languages. Smiley

www.embege.com - personal website
webstart blendinspect - OpenGL BlendingModes visualization.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #96 - Posted 2007-10-23 16:45:22 »

So does the current Textrenderer officially support full Unicode?

Yes, it always has. If there are any (other) issues rendering the full Unicode character set they're bugs and you should file them.
Offline emzic

Senior Member





« Reply #97 - Posted 2007-11-09 12:32:48 »

just to let you guys know, there is currently a problem with the nightlies since last weekend. rendering text results in this exception:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
Caused by: java.lang.ArrayIndexOutOfBoundsException: 100
   at com.sun.opengl.util.j2d.TextRenderer$GlyphsUploadList.prepGlyphForUpload(TextRenderer.java:1414)
   at com.sun.opengl.util.j2d.TextRenderer$GlyphProducer.getGlyphs(TextRenderer.java:1626)
   at com.sun.opengl.util.j2d.TextRenderer.internal_draw3D(TextRenderer.java:824)
   at com.sun.opengl.util.j2d.TextRenderer.draw3D(TextRenderer.java:512)
   at com.sun.opengl.util.j2d.TextRenderer.draw(TextRenderer.java:487)
   at TextTest.display(TextTest.java:71)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)


the ascii-dash seems to be fixed however. thanks!

www.embege.com - personal website
webstart blendinspect - OpenGL BlendingModes visualization.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #98 - Posted 2007-11-09 23:30:24 »

just to let you guys know, there is currently a problem with the nightlies since last weekend. rendering text results in this exception:

Thanks for the heads up. I fixed this and some other issues under Issue 326. The fixes will be in tomorrow's nightly build.

the ascii-dash seems to be fixed however. thanks!

That's thanks to John Burkey.
Offline emzic

Senior Member





« Reply #99 - Posted 2007-11-10 13:09:07 »

thanks for the update.
unfortunately now it's throwing a nullpointer:

1  
2  
3  
4  
5  
6  
7  
   at com.sun.opengl.util.j2d.TextRenderer.normalize(TextRenderer.java:593)
   at com.sun.opengl.util.j2d.TextRenderer.access$2100(TextRenderer.java:125)
   at com.sun.opengl.util.j2d.TextRenderer$GlyphsUploadList.uploadAnyNewGlyphs(TextRenderer.java:1429)
   at com.sun.opengl.util.j2d.TextRenderer$GlyphProducer.getGlyphs(TextRenderer.java:1668)
   at com.sun.opengl.util.j2d.TextRenderer.internal_draw3D(TextRenderer.java:824)
   at com.sun.opengl.util.j2d.TextRenderer.draw3D(TextRenderer.java:512)
   at com.sun.opengl.util.j2d.TextRenderer.draw(TextRenderer.java:487)

www.embege.com - personal website
webstart blendinspect - OpenGL BlendingModes visualization.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej
« Reply #100 - Posted 2007-11-10 13:57:40 »

Tomas Hrasky, a student at the University of Hradec Králové in the Czech Republic, has ported the core of the GLU NURBS code from C++ to Java. This provides rendering of curved lines and surfaces via the traditional GLU APIs. There are example applications under demos.nurbs in the jogl-demos source tree (not yet available via Java Web Start). This is a substantial contribution and has been done very elegantly. I'd like to publicly thank Tomas for doing this work and contributing it to the JOGL project. There is still unimplemented functionality, such as trimmed surfaces and NURBS callbacks; please see the README.txt in src/classes/com/sun/opengl/impl/nurbs/ in the JOGL source tree and consider contributing code to move it toward completion.

I thank Tomas Hrasky too. This is a huge contribution! NURBS was a big hole in JOGL. It is very useful. If I have some time, I will test JOGL 1.1.1. In the past, we needed to use JGeom and I tried to rewrite the GLU NURBS by reusing some code coming from GL4Java but I failed.

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #101 - Posted 2007-11-10 17:55:48 »

thanks for the update.
unfortunately now it's throwing a nullpointer:

Can you please provide a test case? All of the tests we have available are working fine.
Offline emzic

Senior Member





« Reply #102 - Posted 2007-11-12 11:22:14 »

i am very sorry. this was my bad. i used a buggy implementation of the renderdelegate.


edit: how about a new RC then? Wink

www.embege.com - personal website
webstart blendinspect - OpenGL BlendingModes visualization.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #103 - Posted 2007-11-15 03:07:19 »

edit: how about a new RC then? Wink

Will aim to push 1.1.1-rc7 tomorrow.
Offline emzic

Senior Member





« Reply #104 - Posted 2007-12-18 14:59:57 »

so, how is RC7 and/or the final of 1.1.1 coming along? Smiley will we get a xmas present? Cheesy

www.embege.com - personal website
webstart blendinspect - OpenGL BlendingModes visualization.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #105 - Posted 2007-12-19 06:43:33 »

Sorry. I have been totally swamped with this project. I will try to finally promote RC7 tomorrow.
Offline gouessej
« Reply #106 - Posted 2008-01-29 21:27:30 »

I don't find gluQuadricCallback in JOGL 1.1.0. Is there something wrong?

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #107 - Posted 2008-01-30 23:15:52 »

I don't find gluQuadricCallback in JOGL 1.1.0. Is there something wrong?

This isn't currently supported. If you would consider contributing code to support it that would be welcome. However it looks like this is of limited utility as the only valid callback is an error callback, and JOGL's DebugGL should provide more in-depth error checking.
Offline gouessej
« Reply #108 - Posted 2008-02-03 14:57:07 »

This isn't currently supported. If you would consider contributing code to support it that would be welcome. However it looks like this is of limited utility as the only valid callback is an error callback, and JOGL's DebugGL should provide more in-depth error checking.

You're right, I see what you mean, it seems more logical to rely on DebugGL.

I've found other strange things in the GLU in JOGL 1.1.1 RC7. There is a useless conditional structure :
if (nsign == 1.0f) {
            normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
            TXTR_COORD(gl, s, t);
            gl.glVertex3f((x * r), (y * r), z);
            normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
            TXTR_COORD(gl, s, t + dt);
            gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz));
          } else {
            normal3f(gl, x * nsign, y * nsign, nz * nsign);
            TXTR_COORD(gl, s, t);
            gl.glVertex3f((x * r), (y * r), z);
            normal3f(gl, x * nsign, y * nsign, nz * nsign);
            TXTR_COORD(gl, s, t + dt);
            gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz));
          }

If you agree with me, I can suggest you some corrections. On the other hand, it might be interesting to provide an implementation allowing to return all the coordinates in a buffer (rather than only using the immediate mode) in order to allow programmers to reuse them inside a VBO for example. I'm writing some methods to perform this now for my game.

Offline gouessej
« Reply #109 - Posted 2008-02-04 09:40:31 »

The method gluCylinder generates one normal for every vertex in the quadric, this is the default behavior and the behavior of GLU_SMOOTH. Nevertheless, the normals are generated even though you call gluQuadricNormals(quadric,GLU.GLU_NONE) and too much normals are generated if you call gluQuadricNormals(quadric,GLU.GLU_FLAT). It would be better at least to rewrite the following method (in GLUquadricImpl) by adding a test :
/**
   * Call glNormal3f after scaling normal to unit length.
   *
   * @param x
   * @param y
   * @param z
   */
  private void normal3f(GL gl, float x, float y, float z) {
    if(normals != GLU.GLU_NONE)
         {float mag;
          mag = (float)Math.sqrt(x * x + y * y + z * z);
          if (mag > 0.00001F) {
              x /= mag;
              y /= mag;
              z /= mag;
          }
          gl.glNormal3f(x, y, z);
         }
  }

Then, it would solve one of the problem.

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #110 - Posted 2008-02-17 02:59:01 »

JSR-231 1.1.1 release candidate 7 has finally been released. I apologize to everyone for how long it has taken to publish this release.

This build contains bug fixes for the TextRenderer, some contributed by John Burkey. It adds control to the TextRenderer for whether to use vertex arrays or immediate mode, contributed by emzic. It adds control over whether GL_LINEAR filtering is enabled for the TextRenderer's backing store, as some machines handle this poorly, resulting in fuzzy text. It also contains a small but deep bug fix in the native code which interacts with the JAWT which was preventing JOGL applets from being unloaded cleanly, and was also the root cause of bizarre ClassCastExceptions when running more than one JOGL applet on Mac OS X.

The JNLP extension has been updated:
1  
http://download.java.net/media/jogl/builds/archive/jsr-231-webstart-current/jogl.jnlp


and a stable JNLP extension file for this release has been posted:
1  
http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.1-rc7/webstart/jogl.jnlp


Please try the new release and post if you have any problems or questions.

Another release candidate will follow this one with additional bug fixes to the TextRenderer.
Offline gouessej
« Reply #111 - Posted 2008-02-18 06:40:19 »

I thought that "http://download.java.net/media/jogl/builds/archive/jsr-231-webstart-current/jogl.jnlp" points on the stable release JOGL 1.1.0. If I understand what you said, it's pointing on JOGL 1.1.1???

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #112 - Posted 2008-02-18 09:25:43 »

It always points to the most recent promoted build. You can choose a "static version" of JOGL by using the .jnlp file for that release. For 1.1.0, it's
1  
http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.0/webstart/jogl.jnlp

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #113 - Posted 2008-02-23 05:13:24 »

JSR-231 1.1.1 release candidate 8 has been released. This release fixes a couple more bugs in the TextRenderer; thanks to spiraljetty for the concise test cases illustrating these problems. Some additional controls to the TextRenderer motivated by emzic and other users were also added.

As part of this bug fix the TextRenderer's code changed substantially. It is expected that this will have no user visible impact and that the only changes will be improvements in both correctness and performance when rendering mixed Unicode and Western European text. Still, please test this release and report any problems or regressions you find.

The JNLP extension has been updated:
1  
http://download.java.net/media/jogl/builds/archive/jsr-231-webstart-current/jogl.jnlp


and a stable JNLP extension file for this release has been posted:
1  
http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.1-rc8/webstart/jogl.jnlp


It is hoped that this will be the last release candidate and that the final release of 1.1.1 will be done shortly, within about a month's time. The JSR-231 maintenance release request will be sent to the JCP Program Management Office next week.
Offline augusto

Senior Newbie





« Reply #114 - Posted 2008-02-24 01:43:35 »

BTW I can't get the xtrans demo to work at all. Any hints what type of debugging I need to turn on ? Basically the window just popus up and freezes and nothing shows, how do I know if it's a driver problem?

D:\jogl\jogl-demos\src>java -Dsun.java2d.opengl=true demos.xtrans.Main
WGLGraphicsConfig_initWGL
OGLFuncs_OpenLibrary
OGLFuncs_InitPlatformFuncs
OGLFuncs_InitBaseFuncs
WGLGraphicsConfig_getWGLConfigInfo
OGLFuncs_InitExtFuncs
WGLGC_GetPixelFormatForDC
[V]   candidate pixel formats:
[V]     pixfmt=7 db=1 alpha=0 depth=24 stencil=0 valid=true
[V]     pixfmt=8 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=9 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=10 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=13 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=14 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=15 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=16 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=19 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=20 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=21 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=22 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=25 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=26 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=27 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=28 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=31 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=32 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=33 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=34 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=37 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=38 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=39 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=40 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=43 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=44 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=45 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=46 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=49 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=50 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth)
[V]     pixfmt=51 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=52 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=1829812196 db=1 alpha=8 depth=24 stencil=8 valid=false (large dep
th)
[V]     pixfmt=369169695 db=1 alpha=8 depth=24 stencil=8 valid=false (large dept
h)
[V]     pixfmt=727811152 db=1 alpha=8 depth=24 stencil=8 valid=false (large dept
h)
[V]     pixfmt=45078528 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth
)
[V]     pixfmt=717688600 db=1 alpha=8 depth=24 stencil=8 valid=false (large dept
h)
[V]     pixfmt=58915308 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth
)
[V]     pixfmt=0 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
[V]     pixfmt=0 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth)
WGLGC_GetPixelFormatForDC: chose 7 as the best pixel format
OGLContext_IsExtensionAvailable: GL_ARB_fragment_shader=true
OGLContext_IsExtensionAvailable: GL_ARB_multitexture=true
OGLContext_IsExtensionAvailable: GL_ARB_texture_non_power_of_two=true
OGLContext_IsExtensionAvailable: GL_ARB_texture_rectangle=true
OGLContext_IsExtensionAvailable: GL_EXT_framebuffer_object=true
OGLContext_IsFBObjectExtensionAvailable: fbobject supported
OGLContext_IsLCDShaderSupportAvailable: LCD text shader supported
OGLContext_IsBIOpShaderSupportAvailable: BufferedImageOp shader supported
OGLContext_IsGradShaderSupportAvailable: Linear/RadialGradientPaint shader s
upported
OGLContext_IsExtensionAvailable: GL_NV_fragment_program=true
OGLContext_IsExtensionAvailable: GL_NV_fragment_program2=true
WGLGraphicsConfig_getWGLConfigInfo: OpenGL version=2.0.1
OGLContext_IsExtensionAvailable: WGL_ARB_pbuffer=true
OGLContext_IsExtensionAvailable: WGL_ARB_make_current_read=true
OGLContext_IsExtensionAvailable: WGL_ARB_pixel_format=true

If I resize the (now frozen window) I get this;

[E] WGLSD_MakeCurrentToScratch: could not make current
[E] OGLSD_InitTextureObject: actual (w=45078528 h=45078528) != requested
[E] OGLSurfaceData_initFBObject: could not init texture object
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] OGLSD_InitTextureObject: actual (w=45078528 h=45078528) != requested
[E] OGLSurfaceData_initFBObject: could not init texture object
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] OGLSD_InitTextureObject: actual (w=45078528 h=45078528) != requested
[E] OGLSurfaceData_initFBObject: could not init texture object
[E] OGLSD_MakeOGLContextCurrent: could not make current
[E] OGLContext_SetSurfaces: could not make context current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] OGLSD_MakeOGLContextCurrent: could not make current
[E] OGLContext_SetSurfaces: could not make context current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] WGLSD_MakeCurrentToScratch: could not make current
[E] OGLSD_MakeOGLContextCurrent: could not make current
[E] OGLContext_SetSurfaces: could not make context current

Any ideas?
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #115 - Posted 2008-02-25 06:29:35 »

BTW I can't get the xtrans demo to work at all. Any hints what type of debugging I need to turn on ?

This demo requires the Java 2D OpenGL pipeline to be working properly, and this basically requires the absolute latest OpenGL drivers. I just upgraded to the 169.21 NVidia ForceWare drivers and they run the demo very well. You should check your vendor's web site for a driver upgrade.
Offline gouessej
« Reply #116 - Posted 2008-04-12 19:31:01 »

Hi!

I have tried to use the nightly build and I have got this exception when I launch TUER :

Exception in thread "AWT-EventQueue-0" java.lang.ClassCastException: java.nio.DirectByteBuffer cannot be cast to com.sun.opengl.impl.x11.JAWT_X11DrawingSurfaceInfo
   at com.sun.opengl.impl.x11.X11OnscreenGLDrawable.lockSurface(X11OnscreenGLDrawable.java:152)
   at com.sun.opengl.impl.x11.X11OnscreenGLContext.makeCurrentImpl(X11OnscreenGLContext.java:61)
   at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:265)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:130)
   at javax.media.opengl.GLCanvas.paint(GLCanvas.java:142)
   at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248)
   at sun.awt.X11.XRepaintArea.paintComponent(XRepaintArea.java:56)
   at sun.awt.RepaintArea.paint(RepaintArea.java:224)
   at sun.awt.X11.XComponentPeer.handleEvent(XComponentPeer.java:683)
   at java.awt.Component.dispatchEventImpl(Component.java:4489)
   at java.awt.Component.dispatchEvent(Component.java:4243)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
   at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)

Another people has got the same problem :
http://forum.java.sun.com/thread.jspa?messageID=10164398&tstart=0

I don't know what to do. Please help me.

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #117 - Posted 2008-04-14 03:38:18 »

You have a mismatched jogl.jar and jogl.dll.
Offline gouessej
« Reply #118 - Posted 2008-04-14 09:30:46 »

You have a mismatched jogl.jar and jogl.dll.

No I already checked it. I removed JOGL 1.1.0 before installing JOGL 1.1.1 RC8. I removed the 2 JARs in "jre/lib/ext" and the 4 .so files in "jre/lib/i386". I will test again tonight.

Offline cylab

JGO Knight


Medals: 38



« Reply #119 - Posted 2008-04-14 10:09:39 »

Take a look at the LD_LIBRARY_PATH and scan these locations for jogl/gluegen .so files

Mathias - I Know What [you] Did Last Summer!
Pages: 1 2 3 [4] 5 6
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

quew8 (9 views)
2014-07-13 13:57:52

SHC (34 views)
2014-07-12 17:50:04

Riven (32 views)
2014-07-10 20:20:18

CopyableCougar4 (32 views)
2014-07-10 02:26:14

CopyableCougar4 (34 views)
2014-07-09 02:55:38

Code Mage (34 views)
2014-07-08 23:57:00

Code Mage (22 views)
2014-07-08 23:49:08

AppleSauce (28 views)
2014-07-08 19:25:32

CopyableCougar4 (30 views)
2014-07-06 01:51:26

ipe369 (36 views)
2014-07-05 14:18:25
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!