Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (406)
games submitted by our members
Games in WIP (293)
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]
  ignore  |  Print  
  rendering stops after first frame  (Read 4068 times)
0 Members and 1 Guest are viewing this topic.
Offline GKW

Senior Member




Revenge is mine!


« Reply #30 - Posted 2004-07-28 20:45:21 »

For anyone who is interested the problem is at the start of invokeGL in the following code:

if (!isRealized() ||
   willSetRenderingThread ||
   (renderingThread != null &&
    renderingThread != currentThread)) {

On my nvidia machine where the ATI workaround works the following is happening:

!isRealized: false
willSetRenderingThread: false
renderingThread != null: false
renderingThread != currentThread: true


On my ATI machine where the workaround does not work looks like this:

!isRealized: false
willSetRenderingThread: false
renderingThread != null: true
renderingThread != currentThread: true


This means that invokeGL is returning before any rendering can occure.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #31 - Posted 2004-07-28 21:05:38 »

I just emailed GKW privately about this issue but I think there is probably a race condition in the auto-detection of the ATI_WORKAROUND flag. If you specify -DATI_WORKAROUND=true or -DATI_WORKAROUND=false, it should have different behavior than leaving the system property unspecified. The issue is that the component's rendering thread is being specified before it is detected that the single-threaded workaround should take effect, so when the workaround kicks in the context is already current on another thread. I'll need to think about this some more. Hopefully GKW's fix for the other bug (needing to manually create a dummy OpenGL context) can be used to fix this as well, by finding the GL_VENDOR of the dummy context.
Offline turquoise3232

Junior Member




Java (games) rock!


« Reply #32 - Posted 2004-08-02 17:51:07 »

Quote
I just emailed GKW privately about this issue but I think there is probably a race condition in the auto-detection of the ATI_WORKAROUND flag. If you specify -DATI_WORKAROUND=true or -DATI_WORKAROUND=false, it should have different behavior than leaving the system property unspecified.

I've just upgraded to jogl1.1b04 and my ATI 9700 really prefer me to put a -DATI_WORKAROUND=true rather than leaving it unspecified! So Ken you may be right!
Games published by our own members! Check 'em out!
Try the Free Demo of Revenge of the Titans
Offline GKW

Senior Member




Revenge is mine!


« Reply #33 - Posted 2004-08-02 19:04:49 »

We think we found the problem.  Hopefully the next release will be rock solid for everyone.
Pages: 1 [2]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Get high quality music tracks for your game!

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

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (78 views)
2013-05-17 21:29:12

alaslipknot (89 views)
2013-05-16 21:24:48

gouessej (122 views)
2013-05-16 00:53:38

gouessej (113 views)
2013-05-16 00:17:58

theagentd (126 views)
2013-05-15 15:01:13

theagentd (113 views)
2013-05-15 15:00:54

StreetDoggy (157 views)
2013-05-14 15:56:26

kutucuk (180 views)
2013-05-12 17:10:36

kutucuk (179 views)
2013-05-12 15:36:09

UnluckyDevil (186 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
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!
Page created in 0.13 seconds with 21 queries.