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Offline GKW

Senior Member




Revenge is mine!


« Reply #30 - Posted 2004-09-24 16:29:09 »

It is hard to say whether it is us or the drivers.  I of course like to blame the drivers since I wrote some of the code.  Some drivers just do not like our use of multiple threads.  The most common error people see is wglChoosePixelFormatARB error: 0.  That isn't a valid error according to the spec.  That error means the function failed but there is no error.  Obviously something is very wrong with that on the driver end.  I am as frustrated as you guys are so hopefully we can resolve this soon.
Offline Mithrandir

Senior Member




Cut from being on the bleeding edge too long


« Reply #31 - Posted 2004-09-24 17:22:47 »

I agree. Multiple threads and JOGL just don't mix.  Anything beyond a trivial application we basically have to force the rendering loop into a single threaded environment and carefully feed data to it. That's frustrating. However, we've been doing so much JOGL development over the last 10 months or so that we're starting to feel pretty comfortable now with it and know what to avoid. That, and having a stable scene graph over the top of it certainly helps a lot at the application level - solve the problem once and it's solved for all applications.

The site for 3D Graphics information http://www.j3d.org/
Aviatrix3D JOGL Scenegraph http://aviatrix3d.j3d.org/
Programming is essentially a markup language surrounding mathematical formulae and thus, should not be patentable.
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