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  JOGL 1.1.1 released  (Read 36611 times)
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Offline GKW

Senior Member




Revenge is mine!


« Reply #30 - Posted 2004-08-06 15:39:24 »

Looks like we forgot to change the version number.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #31 - Posted 2004-08-06 17:02:15 »

Quote
Looks like we forgot to change the version number.


Yes, sorry about that. The next beta build will have an updated version number.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #32 - Posted 2004-08-06 17:05:19 »

Quote
What I still don't unterstand is why and when do we need to specify that ATI_WORKAROUND switch?


Hopefully you should not need to specify it, but the manual enabling/disabling is present just in case of bugs (as was the case with 1.1 b04). Currently it seems to be necessary on ATI cards for stability, which is why it defaults to being enabled there.
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Offline Riven
« League of Dukes »

JGO Overlord


Medals: 605
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #33 - Posted 2004-08-06 18:01:40 »

Quote

Hopefully you should not need to specify it, but the manual enabling/disabling is present just in case of bugs (as was the case with 1.1 b04). Currently it seems to be necessary on ATI cards for stability, which is why it defaults to being enabled there.


When I do NOT use -DATI_WORKAROUND=false, the amount of java.awt.Mouse(Motion)Events (like moving/dragging) drops to like 5% of the usual amount. (average 1 event per second)

As I depend on the mouse for aiming, this is something that completely breaks the 'game'.

So I'm still using -DATI_WORKAROUND=false in 1.1.0b-05, which works great btw. Why do we need a workaround?

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Offline Caoimhin

Junior Member





« Reply #34 - Posted 2004-08-06 18:16:39 »

Yes, what is the ATI_WORKAROUND?  What does it do or not do?  I believe on one of my ATI cards, the flag makes no difference.

And what change introduced this?  To date, I've still found the oldest jogl versions to be the most reliable/stable across all cards.

Also, with all these versions coming out, I really wish you guys would introduce a version number in the manifest like Java3D has.  See RFE #101 in the bug list.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #35 - Posted 2004-08-09 18:09:55 »

The ATI_WORKAROUND moves the work done inside the display() method from any animation or user threads over to the AWT event queue thread to try to workaround instability seen in ATI's drivers. Please see the CVS log for e.g. GLCanvas.java.
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #36 - Posted 2004-08-12 10:47:48 »

There seems to be Something Wrong(tm) with jogl.jar

Quote
C:\dev\newwurmclient\lib_bin>jarsigner -keystore mykeystore -storepass ***** -keypass ********* jogl.jar wurmcert
jarsigner: unable to sign jar: java.util.zip.ZipException: invalid entry compressed size (expected 8727 but got 8679 bytes)


Rejaring it fixes the problem.

Play Minecraft!
Offline Sorry No Remorse

Senior Newbie




*dumbstruck*


« Reply #37 - Posted 2004-08-13 15:49:15 »

A bit off topic but how come the nightly builds (on website) are all 1.1.4 not 1.1.5  Huh
Offline Sorry No Remorse

Senior Newbie




*dumbstruck*


« Reply #38 - Posted 2004-08-13 16:14:42 »

sorry that wasn't clear, I don't mean the version number which was mentioned above but the actual file name bit, the page I mean is:

https://games-binaries.dev.java.net/build/index.html
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #39 - Posted 2004-08-16 18:41:56 »

Quote


When I do NOT use -DATI_WORKAROUND=false, the amount of java.awt.Mouse(Motion)Events (like moving/dragging) drops to like 5% of the usual amount. (average 1 event per second)

As I depend on the mouse for aiming, this is something that completely breaks the 'game'.


Sorry about the problems you're seeing. Can you please file an issue and attach a test case?
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Offline Ken Russell

JGO Coder




Java games rock!


« Reply #40 - Posted 2004-08-16 18:44:15 »

Quote
sorry that wasn't clear, I don't mean the version number which was mentioned above but the actual file name bit, the page I mean is:

https://games-binaries.dev.java.net/build/index.html


The nightly build process hasn't been updated in a few months and I don't know its current state. Please consider the "official" builds on the Documents & Files section of the JOGL home page to be the current state of the project. If you need more up-to-date binaries, please try to build from the CVS tree.
Offline drulz

Senior Newbie




Java games rock!


« Reply #41 - Posted 2004-08-17 04:04:20 »

yeah i cant find the binaries for the new release..
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #42 - Posted 2004-08-17 23:58:31 »

Quote
yeah i cant find the binaries for the new release..


Try here.
Offline daymark

Senior Newbie




Java games rock!


« Reply #43 - Posted 2004-09-15 10:41:51 »

Having trouble building 1.1b05 from source, using Visual Studio .NET 2003 VC7.

Ant output:
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[cc] Starting link
[cc]    Creating library jogl.lib and object jogl.exp
[cc] WindowsGLImpl_JNI.obj : error LNK2019: unresolved external symbol __imp__glAccum@8 referenced in function _Java_net_java_games_jogl_impl_windows_WindowsGLImpl_glAccum@16
[cc] WindowsGLImpl_JNI.obj : error LNK2019: unresolved external symbol __imp__glAlphaFunc@8 referenced in function _Java_net_java_games_jogl_impl_windows_WindowsGLImpl_glAlphaFunc@16

<362 lines similar to above...>

[cc] jogl.dll : fatal error LNK1120: 364 unresolved externals

BUILD FAILED
C:\var\jogl-1.1b05\jogl\make\build.xml:1010: The following error occurred while executing this line:
C:\var\jogl-1.1b05\jogl\make\build.xml:802: The following error occurred while executing this line:
C:\var\jogl-1.1b05\jogl\make\build.xml:770: link failed with return code 1120

1.1b04 builds ok (after dealing with the #if _MSC_VER <= 1200 issue).

<edit>
Just tried building 1.1b05 with MinGW, which claims to be successful but only generates libjogl.so and no dll. Any clues ?
</edit>

Cheers
David
Offline DanK

Junior Member




Javver games rock yawel!


« Reply #44 - Posted 2004-09-17 22:37:52 »

For some reason I can't disable this, downloaded the .05 beta jogl files and it actually displays that it's using the workaround twice instead of once now. I am using an ATI card.

Offline delwarl

Senior Newbie




Java games rock!


« Reply #45 - Posted 2004-11-01 16:14:05 »

I'm relatively new to JOGL, but am hoping to use it for portable OpenGL context management with an application that has multiple GLCanvases in multiple windows.

I've apparently run into another form of the ATI driver threading issue with 1.1b05, even though I've explicitly enabled the ATI_WORKAROUND property and gotten confirmation in the log.  Basically, multiple GLcanvases work fine in a single JPanel, but as soon as you create a second JPanel with one or more GLCanvases, you get this crash in wglCreateContext, resulting from a GLCanvas.reshape and ultimately the awt.Window.show calls.

As the ATI workaround is currently implemented, would you expect to be able to run multiple simultaneous canvases in separate windows?  or is this too much of a stretch?

Is there anything else I can do to troubleshoot the issue?

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C:\jymolws\jymol\devel\java\bin>java -classpath ".;..\..\..\ext\all\jogl.jar" "-Djava.library.path=..\..\c\JyMolWrapper;..\..\..\ext\win" -DATI_WORKAROUND=true JyMolTestApp
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]
Using ATI workaround of dispatching display() on event thread
ATI Technologies Inc.
 CMolReshape-Log: I=0x246a3e28 width=632 height=430
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION (0xc0000005) occurred at PC=0x24FFA703
Function=DrvSetContext+0x11313
Library=E:\WINNT\system32\atioglxx.dll

Current Java thread:
        at net.java.games.jogl.impl.windows.WGL.wglCreateContext(Native Method)
        at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:495)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:211)
        at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:135)
        - locked <0x10065770> (a net.java.games.jogl.impl.windows.WindowsOnscreenGLContext)
        at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
        - locked <0x10065770> (a net.java.games.jogl.impl.windows.WindowsOnscreenGLContext)
        at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:254)
        - locked <0x10065770> (a net.java.games.jogl.impl.windows.WindowsOnscreenGLContext)
        at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:112)
        at java.awt.Component.setBounds(Unknown Source)
        at java.awt.BorderLayout.layoutContainer(Unknown Source)
        - locked <0x1050d878> (a java.awt.Component$AWTTreeLock)
        at java.awt.Container.layout(Unknown Source)
        at java.awt.Container.doLayout(Unknown Source)
        at java.awt.Container.validateTree(Unknown Source)
        at java.awt.Container.validateTree(Unknown Source)
        at java.awt.Container.validateTree(Unknown Source)
        at java.awt.Container.validateTree(Unknown Source)
        at java.awt.Container.validateTree(Unknown Source)
        at java.awt.Container.validate(Unknown Source)
        - locked <0x1050d878> (a java.awt.Component$AWTTreeLock)
        at java.awt.Window.show(Unknown Source)
        at JyMolTestApp$JyMolGrid.<init>(JyMolTestApp.java:52)
        at JyMolTestApp$JyMOLGridAction.actionPerformed(JyMolTestApp.java:88)
        at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
(...snip...)





Offline Ken Russell

JGO Coder




Java games rock!


« Reply #46 - Posted 2004-11-01 17:59:57 »

Quote
As the ATI workaround is currently implemented, would you expect to be able to run multiple simultaneous canvases in separate windows?


Yes. If you can boil down your app into a small test case then please file a bug with the JOGL Issue Tracker. User GKW on these forums is currently working on making various things work more robustly on ATI cards, in particular pbuffer creation.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #47 - Posted 2004-11-01 21:30:56 »

JOGL 1.1 b06 has been released on November 1, 2004. Please see the following thread for details:

JOGL release information

Please post comments about the new release here.
Offline gangrel-br

Junior Member




Java and Scala! Thats the game =)


« Reply #48 - Posted 2004-11-03 11:38:51 »

Does this release fix the problem of GLJPanel not being hardware accelerated?

Paulo "JCranky" Siqueira
Offline GKW

Senior Member




Revenge is mine!


« Reply #49 - Posted 2004-11-03 14:46:40 »

No, I am still trying to get it to work on non-nvidia hardware.  
Offline nnevatie

Junior Member




It is slightly better to be simple than correct.


« Reply #50 - Posted 2004-11-03 15:14:07 »

Quote
No, I am still trying to get it to work on non-nvidia hardware.  


Are you working on a pbuffer implementation GLJPanel? If so, what kind of problems do ATI cards exhibit with your solution?

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Offline GKW

Senior Member




Revenge is mine!


« Reply #51 - Posted 2004-11-03 17:03:16 »

Right now it is failing in the native stub.  I can't remember what function is actually causing the failure.  Probably wglCreatePbufferARB.  It crashes the JVM.  On a 1.9ghz athlon with a agpx8 5200 I can get 50 fps for a simple 640x480x32 app.  Not too shabby, if only it worked with ATI hardware.
Offline TheBohemian

Junior Member




Java will rule them all!


« Reply #52 - Posted 2004-11-05 14:22:46 »

With 1.1b6 I have the following problem when switching between from fullscreen to windowed mode:

Using ATI workaround of dispatching display() on event thread
Xlib: unexpected async reply (sequence 0x6b80)!

This happens with:
- Linux 2.6.9
- XFree 4.3
- ATI Radeon 9800XT (R350 NJ) - fglrx 3.14.1 (latest)

This worked prior to b06.


cya

TheBohemian

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Offline khashayar

Senior Newbie




www.agency9.se


« Reply #53 - Posted 2004-11-05 14:43:22 »

I just downloaded the new version "JOGL 1.1 b06" Mac OSX natives and there is only libjogl.jnilib and no libjogl_cg.jnilib

Are the jogl Cg parts incorporated in the libjogl.jnilib or is the other Cg-lib still missing in the distribution?

/Khsahayar
Eager to run javabased Cg-stuff on mac...

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #54 - Posted 2004-11-05 23:01:32 »

Quote
With 1.1b6 I have the following problem when switching between from fullscreen to windowed mode:

Using ATI workaround of dispatching display() on event thread
Xlib: unexpected async reply (sequence 0x6b80)!

This happens with:
- Linux 2.6.9
- XFree 4.3
- ATI Radeon 9800XT (R350 NJ) - fglrx 3.14.1 (latest)

This worked prior to b06.



Off the top of my head I can't think of any changes to the X11 port of JOGL that would have caused a change in behavior like this. Could you please file a bug with the Issue Tracker and attach a small test case? Thanks.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #55 - Posted 2004-11-05 23:02:10 »

Quote
I just downloaded the new version "JOGL 1.1 b06" Mac OSX natives and there is only libjogl.jnilib and no libjogl_cg.jnilib

Are the jogl Cg parts incorporated in the libjogl.jnilib or is the other Cg-lib still missing in the distribution?

/Khsahayar
Eager to run javabased Cg-stuff on mac...


Thanks for catching this. The binaries have been updated and the build.xml in the CVS repository fixed so this won't happen again.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #56 - Posted 2004-11-19 22:26:59 »

JOGL 1.1 b07 has been released on November 19, 2004. Please see the following thread for details:

JOGL release information

Please post comments about the new release here.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #57 - Posted 2005-02-07 22:01:36 »

JOGL 1.1 b08 has been released on February 7, 2005. Please see the following thread for details:

JOGL release information

Please post comments about the new release here.
Offline yowmhong

Junior Newbie




Java games rock!


« Reply #58 - Posted 2005-02-08 00:49:10 »

Hi,

The JNLP JRefract demo program is not working.

https://jogl-demos.dev.java.net/webstart/JRefract.jnlp

It seems to me that demos.jrefract.JRefract is not packaged
into the jar file.

Thanks
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #59 - Posted 2005-02-08 05:02:34 »

Quote
The JNLP JRefract demo program is not working.


Could you clear out your Java Web Start application cache, or just delete that application, and try again? I think the java.net servers are (once again) not reporting a correct time stamp for the jar files, so your system isn't downloading the latest version.
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