Markus_Persson
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Reply #60 - Posted
2005-02-08 06:16:04 » |
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Why isn't -DJOGL_SINGLE_THREADED_WORKAROUND=true the standard behavior?
IIRC, webstart in 1.4.2 won't let you set parameters like that, so that workaround does very little good for webstart apps.
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Rob Nugent
Junior Devvie  
May contain nuts
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Reply #61 - Posted
2005-02-08 08:09:58 » |
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Can't you just do the following in your JNLP file:
<property name="JOGL_SINGLE_THREADED_WORKAROUND" value="true"/>
Anyhow, that's the syntax the Gears demo uses with
<property name="sun.java2d.noddraw" value="true"/>
Rob
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Rob Nugent
Junior Devvie  
May contain nuts
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Reply #62 - Posted
2005-02-08 08:12:15 » |
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JRefract is working fine for me (nvidia card).
Nice demo - very nice work Ken.
Rob
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Games published by our own members! Check 'em out!
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yowmhong
Junior Newbie
Java games rock!
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Reply #63 - Posted
2005-02-08 12:23:27 » |
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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.
I am using ATI 9600 Pro. After clean up the cache, the previous message doesn't show up anymore, but this time I got a new error message. "Unable to set pixel format" The same error message on both the latest driver from ATI and the old 4.6 driver. Thanks
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nlmueng
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Reply #64 - Posted
2005-02-08 21:24:43 » |
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I'm getting the same error on both my ATI Mobility Radeon 9000 and Nvidia GeForce FX 5200 nathan
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Ken Russell
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Reply #65 - Posted
2005-02-09 04:01:17 » |
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Is this just with the new JRefract demo, or with all JOGL apps? Could you post a stack trace? Even better, could you run the app locally with the system property -Djogl.debug.GLContext specified and post all of the output? Thanks.
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yowmhong
Junior Newbie
Java games rock!
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Reply #66 - Posted
2005-02-09 10:45:45 » |
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Is this just with the new JRefract demo, or with all JOGL apps? Could you post a stack trace? Even better, could you run the app locally with the system property -Djogl.debug.GLContext specified and post all of the output? Thanks.
I am using ATI 9600 Pro with 4.6 driver. Other demos works properly. However, there is a rendering defect. https://jogl-demos.dev.java.net/webstart/VertexBufferObject.jnlpHere is the stack trace of the exception produced by JRefract: net.java.games.jogl.GLException: Unable to set pixel format at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:493) at net.java.games.jogl.impl.windows.WindowsOffscreenGLContext.create(WindowsOffscreenGLContext.java:181) at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:135) at net.java.games.jogl.impl.windows.WindowsOffscreenGLContext.makeCurrent(WindowsOffscreenGLContext.java:128) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:250) at net.java.games.jogl.GLJPanel.reshape(GLJPanel.java:131) at java.awt.Component.setBounds(Component.java:1847) at java.awt.Component.resize(Component.java:1781) at java.awt.Component.setSize(Component.java:1770) at demos.jrefract.JRefract.run(JRefract.java:84) at demos.jrefract.JRefract.main(JRefract.java:71) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:585) at com.sun.javaws.Launcher.executeApplication(Unknown Source) at com.sun.javaws.Launcher.executeMainClass(Unknown Source) at com.sun.javaws.Launcher.continueLaunch(Unknown Source) at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source) at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source) at com.sun.javaws.Launcher.run(Unknown Source) at java.lang.Thread.run(Thread.java:595)
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yowmhong
Junior Newbie
Java games rock!
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Reply #67 - Posted
2005-02-09 11:38:49 » |
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Ken, The program at the link below is a JOGL test program that have the following issues under the latest JOGL build. https://java3d.dev.java.net/nonav/issues/showattachment.cgi/56/Gears.javaNote: The program is too long to be posted to this forum! 1. Under the latest ATI driver, an exception will be thrown on the first iteration. Please run the program to get a detailed stack trace. " Unable to set pixel format 5 for device context". 2. The same program under older ATI driver (4.6), the same program will crash JVM after first iteration. Thanks!
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yowmhong
Junior Newbie
Java games rock!
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Reply #68 - Posted
2005-02-09 11:51:58 » |
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Ken, The program at the link below is a JOGL test program that have the following issues under the latest JOGL build. https://java3d.dev.java.net/nonav/issues/showattachment.cgi/56/Gears.javaNote: The program is too long to be posted to this forum! 1. Under the latest ATI driver, an exception will be thrown on the first iteration. Please run the program to get a detailed stack trace. " Unable to set pixel format 5 for device context". 2. The same program under older ATI driver (4.6), the same program will crash JVM after first iteration. Thanks! The test program also shows that the memory is leaking! Slow but steady!
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Ken Russell
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Reply #69 - Posted
2005-02-09 16:56:42 » |
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Here is the stack trace of the exception produced by JRefract:
net.java.games.jogl.GLException: Unable to set pixel format
You have an old copy of jogl.jar and probably jogl.dll somewhere on your machine. That exception has had its detail message changed in 1.1 b08.
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Games published by our own members! Check 'em out!
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Ken Russell
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Reply #70 - Posted
2005-02-09 17:12:14 » |
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The program runs on my ATI Radeon 9800 Pro with the 4.9 Catalyst drivers. I had problems a while back with 4.10 and haven't tried upgrading since, though I'll try to at some point. On this configuration I can reproduce the memory leak. It is ATI-specific; the program runs fine on my NVidia-based laptop. I'm not sure there is anything we can do in JOGL to work around this, but I've filed Issue 137 to track it. I would recommend you file a bug on ATI's web site and point them at that test case.
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Ken Russell
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Reply #71 - Posted
2005-02-09 17:23:04 » |
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Why isn't -DJOGL_SINGLE_THREADED_WORKAROUND=true the standard behavior? This is a good question. The conventional wisdom is that certain programmers want the ability to optimize their rendering loops to make the OpenGL context current once and leave it current forever. JOGL supports this optimization where possible via the setRenderingThread API, which is disabled when the single-threaded workaround is enabled. However in my recent tests I have found that the performance difference between the optimized context handling with setRenderingThread and the single-threaded workaround is very slight or even unmeasurable, even for performance-sensitive tests like the VertexArrayRange demo. I don't think we'll switch the default to using the single-threaded workaround, but in whatever documentation gets written up in the future we'll probably recommend enabling the single-threaded workaround for best compatibility.
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yowmhong
Junior Newbie
Java games rock!
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Reply #72 - Posted
2005-02-09 17:29:01 » |
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You have an old copy of jogl.jar and probably jogl.dll somewhere on your machine. That exception has had its detail message changed in 1.1 b08.
Thanks Ken! There are many versions of JRE/JDK installed in my development machine. After cleaning up these dlls and jars, it works fine now. Scott
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rune.aasgaard
Senior Newbie 
Java games rock!
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Reply #73 - Posted
2005-02-10 08:13:45 » |
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Dear Ken!
Is the: JOGL_SINGLE_THREADED_WORKAROUND a new name for the old ATI_WORKAROUND, so that we who needed that now can switch to use the SINGLE_THREAD workaround instead?
And, are the provided java web start jogl libraries now updated to b08?
Rune Aasgaard
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Ken Russell
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Reply #74 - Posted
2005-02-10 16:38:26 » |
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Is the: JOGL_SINGLE_THREADED_WORKAROUND a new name for the old ATI_WORKAROUND, so that we who needed that now can switch to use the SINGLE_THREAD workaround instead?
And, are the provided java web start jogl libraries now updated to b08? Yes on both counts.
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rune.aasgaard
Senior Newbie 
Java games rock!
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Reply #75 - Posted
2005-02-10 17:07:04 » |
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Yes on both counts.
Thanks! And, may some of the resent bug-fixes have done something with the problem I reported earlier, about some machines showing a blank jogl canvas? Rune
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Ken Russell
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Reply #76 - Posted
2005-02-10 19:37:31 » |
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And, may some of the resent bug-fixes have done something with the problem I reported earlier, about some machines showing a blank jogl canvas? Possibly; I don't remember this issue exactly. If you still see problems please file a bug.
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Job Zwiers
Senior Newbie 
Java games rock!
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Reply #77 - Posted
2005-02-11 14:25:28 » |
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I am not sure whether this is the right place for bug reports, but anyway, it seems that with this version texture loading/mipmap generation does no longer work for textures with sizes that are non power-of-two. (It did work with the previous version.)
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GKW
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Reply #78 - Posted
2005-02-11 15:21:23 » |
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You can use the switch "-Djogl.glu.nojava" to use the old working code. What pixel type are you using? There is a know bug when using packed pixels, the non-packed routines should work.
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gusgus84
Senior Newbie 
Java games rock!
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Reply #79 - Posted
2005-02-12 02:38:23 » |
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I ran my app on 1.1b08 and it STILL crashes....I was hoping this ATI fix would be stable by now, but it still crashes. Here's the info: Powerbook G4 Mac OS 10.3.8 ATI Radeon 9600 XT Running the program found at: http://www.chem.byu.edu/Plone/people/rbshirts/research/Boltzmann3DHome.htmlwill crash when the user clicks on the GLCanvas, but works fine on Macs with GeForce or Windows, or most Linux, but ATI is still crashing.
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Job Zwiers
Senior Newbie 
Java games rock!
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Reply #80 - Posted
2005-02-12 11:35:36 » |
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You can use the switch "-Djogl.glu.nojava" to use the old working code. What pixel type are you using? There is a know bug when using packed pixels, the non-packed routines should work. Thanks, the switch does work. I have an image of size 756 X 512 (TYPE_3BYTE_BGR) that I try to load with : glu.gluBuild2DMipmaps(GL.GL_TEXTURE_2D, GL.GL_RGB,bufferedImage.getWidth(), bufferedImage.getHeight(),GL.GL_BGR, GL.GL_UNSIGNED_BYTE, textureBuffer ); This causes a java.nio.BufferUnderflowException, at net.java.games.jogl.impl.mipmap.ScaleInternal.scale_internal_ubyte(ScaleInternal.java:222) But when I resize the texture to 512 X 512, everything works fine.
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Ken Russell
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Reply #81 - Posted
2005-02-12 15:49:06 » |
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I ran my app on 1.1b08 and it STILL crashes....I was hoping this ATI fix would be stable by now, but it still crashes. Here's the info: Powerbook G4 Mac OS 10.3.8 ATI Radeon 9600 XT Have you tried specifying -DJOGL_SINGLE_THREADED_WORKAROUND=true manually on the command line? Can you post the HotSpot error log or exception backtrace? I don't have a Mac with an ATI card to test with, but your app runs fine on my Windows box, though you should probably provide a batch file to set the system property -Dsun.java2d.noddraw=true or set that system property at the beginning of your program before creating any windows. BTW, you are distributing JOGL 1.1 b03 with your Windows download...
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Ken Russell
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Reply #82 - Posted
2005-02-12 15:50:01 » |
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I have an image of size 756 X 512 (TYPE_3BYTE_BGR) that I try to load with : glu.gluBuild2DMipmaps(GL.GL_TEXTURE_2D, GL.GL_RGB,bufferedImage.getWidth(), bufferedImage.getHeight(),GL.GL_BGR, GL.GL_UNSIGNED_BYTE, textureBuffer ); This causes a java.nio.BufferUnderflowException, at net.java.games.jogl.impl.mipmap.ScaleInternal.scale_internal_ubyte(ScaleInternal.java:222) But when I resize the texture to 512 X 512, everything works fine. Do you have a test program that shows the bug? Could you please file a bug with the Issue Tracker on the JOGL home page and add your test case as an attachment? Thanks.
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Job Zwiers
Senior Newbie 
Java games rock!
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Reply #83 - Posted
2005-02-13 11:09:43 » |
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Do you have a test program that shows the bug? Could you please file a bug with the Issue Tracker on the JOGL home page and add your test case as an attachment? Thanks.
Ok, I did that, (issue 140) Maybe it is a good idea to make the issue tracker a little more user friendly? When I first had a look at it, I thought that you could only "query" for existing issues.
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Ken Russell
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Reply #84 - Posted
2005-02-13 16:35:54 » |
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Maybe it is a good idea to make the issue tracker a little more user friendly? You can suggest this with the Issue Tracker or on the Discussion Forums on the java.net project page.
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Ken Russell
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Reply #85 - Posted
2005-02-15 20:44:53 » |
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JOGL 1.1 b09 has been released on February 15, 2005. Please see the following thread for details: JOGL release information Please post comments about the new release here.
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Markus_Persson
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Reply #86 - Posted
2005-02-16 06:33:19 » |
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I'm glad to see some action on the jogl front. =)
I will update the wurm client to use 1.1 b09 Any Day Now(tm), so hopefully I'll have some feedback then.
[edit: uh, typo]
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kati
Junior Newbie
Java games rock!
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Reply #87 - Posted
2005-02-18 11:20:16 » |
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Hi, I have problems with the GLJPanel. Until this relaese I only got the message aborted and the api doesn't start. I can't find the problem with the exception message which looks like that one: An unexpected exception has been detected in native code outside the VM. Unexpected Signal : 11 occurred at PC=0x4E4C7332 Function=(null)+0x4E4C7332 Library=/usr/lib/tls/libGL.so.1 NOTE: We are unable to locate the function name symbol for the error just occurred. Please refer to release documentation for possible reason and solutions. Current Java thread: at net.java.games.jogl.impl.x11.GLX.dispatch_glXMakeContextCurrent(Native Method) at net.java.games.jogl.impl.x11.GLX.glXMakeContextCurrent(GLX.java:998) at net.java.games.jogl.impl.x11.X11PbufferGLContext.makeCurrent(X11PbufferGLContext.java:254) - locked <0x44dbd638> (a net.java.games.jogl.impl.x11.X11PbufferGLContext) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:246) - locked <0x44dbd638> (a net.java.games.jogl.impl.x11.X11PbufferGLContext) at net.java.games.jogl.impl.GLPbufferImpl.display(GLPbufferImpl.java:64) at net.java.games.jogl.GLJPanel.paintComponent(GLJPanel.java:175) But the same api works well when I use the GLCanvas. The problem is I need the Panel, because I use swing and a mix of light and heavy weighted components is terrible. The canvas is always in the foreground and no menu or tooltip can be seen. With this release the api starts but when I click in the panel to rotate, it will be aborted again. Is there anybody who has an idea what's the problem?  Thanks katja
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Ken Russell
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Reply #88 - Posted
2005-02-18 17:18:10 » |
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I have problems with the GLJPanel. What OS and graphics card are you using? Are you using your vendor's most recent set of drivers? Do you have a test case which shows this crash? If so, could you please file a bug with the Issue Tracker on the JOGL web page and add your test case as an attachment? The problem is I need the Panel, because I use swing and a mix of light and heavy weighted components is terrible. The canvas is always in the foreground and no menu or tooltip can be seen. If your only problem is menus and tooltips, I think calling JPopupMenu.setDefaultLightWeightPopupEnabled(false) should put those in heavyweight containers. See the JOGL User's Guide.
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cascade
Junior Devvie  
Java games rock!
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Reply #89 - Posted
2005-02-18 21:09:25 » |
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Hi,
I get the same exception now with b09 (b04 did fine):
xception in thread "X3d[myUniverse]" net.java.games.jogl.GLException: Error making context current at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:154) at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:111) at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:203) at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:186) at net.java.games.jogl.GLCanvas.display(GLCanvas.java:74) at com.xith3d.render.jogl.CanvasPeerImpl.render(CanvasPeerImpl.java:1162) at com.xith3d.scenegraph.View.renderOnce(View.java:592) at ext.xith3d.base.XithWorld.updatePostwork(XithWorld.java:210) at kernel.math.geom3dv2.World3d.update(World3d.java:220)
OS: Suse 9.1 Graca: Ti4600: Driver 55xx, and 6629
I had the same problem some time ago while using the nvidia 44?? driver. Updating the driver resolved the issue back then.
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