GKW
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Reply #30 - Posted
2004-08-06 15:39:24 » |
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Looks like we forgot to change the version number.
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Ken Russell
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Reply #31 - Posted
2004-08-06 17:02:15 » |
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Looks like we forgot to change the version number. Yes, sorry about that. The next beta build will have an updated version number.
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Ken Russell
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Reply #32 - Posted
2004-08-06 17:05:19 » |
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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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Games published by our own members! Check 'em out!
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Riven
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Reply #33 - Posted
2004-08-06 18:01:40 » |
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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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Caoimhin
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Reply #34 - Posted
2004-08-06 18:16:39 » |
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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.
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Ken Russell
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Reply #35 - Posted
2004-08-09 18:09:55 » |
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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.
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Markus_Persson
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Reply #36 - Posted
2004-08-12 10:47:48 » |
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There seems to be Something Wrong(tm) with jogl.jar 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.
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Sorry No Remorse
Senior Newbie 
*dumbstruck*
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Reply #37 - Posted
2004-08-13 15:49:15 » |
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A bit off topic but how come the nightly builds (on website) are all 1.1.4 not 1.1.5 
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Ken Russell
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Reply #39 - Posted
2004-08-16 18:41:56 » |
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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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Games published by our own members! Check 'em out!
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Ken Russell
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Reply #40 - Posted
2004-08-16 18:44:15 » |
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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.
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drulz
Senior Newbie 
Java games rock!
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Reply #41 - Posted
2004-08-17 04:04:20 » |
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yeah i cant find the binaries for the new release..
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Ken Russell
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Reply #42 - Posted
2004-08-17 23:58:31 » |
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yeah i cant find the binaries for the new release.. Try here.
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daymark
Senior Newbie 
Java games rock!
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Reply #43 - Posted
2004-09-15 10:41:51 » |
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Having trouble building 1.1b05 from source, using Visual Studio .NET 2003 VC7. Ant output: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
| ... [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
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DanK
Junior Member  
Javver games rock yawel!
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Reply #44 - Posted
2004-09-17 22:37:52 » |
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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.
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delwarl
Senior Newbie 
Java games rock!
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Reply #45 - Posted
2004-11-01 16:14:05 » |
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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? 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
| 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...) |
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Ken Russell
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Reply #46 - Posted
2004-11-01 17:59:57 » |
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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.
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Ken Russell
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Reply #47 - Posted
2004-11-01 21:30:56 » |
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JOGL 1.1 b06 has been released on November 1, 2004. Please see the following thread for details: JOGL release informationPlease post comments about the new release here.
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gangrel-br
Junior Member  
Java and Scala! Thats the game =)
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Reply #48 - Posted
2004-11-03 11:38:51 » |
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Does this release fix the problem of GLJPanel not being hardware accelerated?
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Paulo "JCranky" Siqueira
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GKW
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Reply #49 - Posted
2004-11-03 14:46:40 » |
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No, I am still trying to get it to work on non-nvidia hardware.
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nnevatie
Junior Member  
It is slightly better to be simple than correct.
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Reply #50 - Posted
2004-11-03 15:14:07 » |
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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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Awards: - Nobel Prize in Physics for inventing his Doomsday Machine - Nobel Peace Prize for not using it http://www.g0dmode.com -- a collection of things not real
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GKW
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Reply #51 - Posted
2004-11-03 17:03:16 » |
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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.
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TheBohemian
Junior Member  
Java will rule them all!
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Reply #52 - Posted
2004-11-05 14:22:46 » |
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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.
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khashayar
Senior Newbie 
www.agency9.se
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Reply #53 - Posted
2004-11-05 14:43:22 » |
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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...
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Ken Russell
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Reply #54 - Posted
2004-11-05 23:01:32 » |
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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.
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Ken Russell
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Reply #55 - Posted
2004-11-05 23:02:10 » |
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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.
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Ken Russell
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Reply #56 - Posted
2004-11-19 22:26:59 » |
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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.
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Ken Russell
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Reply #57 - Posted
2005-02-07 22:01:36 » |
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JOGL 1.1 b08 has been released on February 7, 2005. Please see the following thread for details: JOGL release informationPlease post comments about the new release here.
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Ken Russell
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Reply #59 - Posted
2005-02-08 05:02:34 » |
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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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