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Ken Russell
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« Reply #90 on: October 19, 2007, 04:05:23 pm » |
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i still couldnt reproduce the above artefacts, but it has happened a couple more times since then. all i can say is that it always happened after i have rendered A LOT of text.
Please file a bug if you can come up with a consistently reproducible test case.
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Quix0r
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« Reply #91 on: October 20, 2007, 12:19:21 am » |
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II got this error message with latest release: Exception in thread "main" java.lang.IllegalArgumentException: GLDrawableFactory.chooseGraphicsConfiguration() was not used when creating this Component at com.sun.opengl.impl.x11.X11GLDrawableFactory.getGLDrawable(X11GLDrawableFactory.java:233) at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:117) at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:82) at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:75) at Line.<init>(Line.java:24) at Line.main(Line.java:107) Here is my little code (somewhere copied from this forum): import javax.media.opengl.*; import javax.media.opengl.glu.*; import javax.swing.*;
/** * @author quix0r * */ public class Line extends JFrame implements GLEventListener {
/** * */ private static final long serialVersionUID = -1445174150957788549L; /** * */ public Line() { // the name of the window super("My First JOGL Application"); //$NON-NLS-1$
// create the canvas we will be drawing on final GLCanvas canvas = new GLCanvas();
// as this class implements the GLEventListener interface // it is what tells the canvas what to do. canvas.addGLEventListener( this ); // VERY IMPORTANT LINE
// set the size of the canvas canvas.setSize(500, 300);
// add the canvas to the window this.getContentPane().add(canvas); } /** * This is the initialisation method. It is used to set up several of the * state variables that are constant for the programs duration */ public void init(final GLAutoDrawable drawable) { // the GL object is used to set the state variables final GL gl = drawable.getGL();
// the GLU object can do alot of complex things // but there it is used to simply set up the coordinates // for the drawing area. final GLU glu = new GLU();
// this sets the background colour to black // the first three numbers are the specification // of black in RGB, and the last is an alpha component. gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// sets the size of the viewable drawing area on the screen gl.glViewport(-500, -300, 500, 300);
// dont worry too much about these gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity();
// set the coordinate system. Its is set so that (0,0) is the centre of the canvas. // (-500, -300) is the bottom left corner. glu.gluOrtho2D(-500, 500.0, -300, 300.0); } /** * This method draws the red line that was mentioned in the tutorial * @param drawable */ public void display(final GLAutoDrawable drawable) { // again we need the object representing the state of oplenGL final GL gl = drawable.getGL();
// we earlier set the background colour, now we paint that // colour onto our canvas. gl.glClear(GL.GL_COLOR_BUFFER_BIT);
// these are used to represent the RGB values for a colour // it isnt really necessary to use them in a program as simple as // this, but it is good practice. final float red = 1.0f; final float green = 0.0f; final float blue = 0.0f;
// set the drawing colour to red. gl.glColor3f(red, green, blue);
// set the width a line gl.glLineWidth(5.0f);
// tell open gl to draw a line gl.glBegin(GL.GL_LINES); // from (-200, -200) to (200, 200) gl.glVertex2i(-200, -200); gl.glVertex2i(200, 200); gl.glEnd(); } /************************************************************* * This has nothing to do with jogl, it is simply setting up the * window that the canvas will be inside. * @param argv */ public static void main(final String[] argv) { final Line m = new Line(); SwingUtilities.invokeLater ( new Runnable() { public void run() { m.pack(); m.setVisible(true); } } ); } /* (non-Javadoc) * @see javax.media.opengl.GLEventListener#displayChanged(javax.media.opengl.GLAutoDrawable, boolean, boolean) */ public void displayChanged(final GLAutoDrawable arg0, final boolean arg1, final boolean arg2) { // TODO Auto-generated method stub } /* (non-Javadoc) * @see javax.media.opengl.GLEventListener#reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int) */ public void reshape(final GLAutoDrawable arg0, final int arg1, final int arg2, final int arg3, final int arg4) { // TODO Auto-generated method stub } } Any idea? Roland
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Quix0r
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« Reply #92 on: October 20, 2007, 03:42:21 am » |
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Reason is found: I used the GNU Java Compiler and not Sun's.  In Eclipse you have to do something more: 1) Create a new project (or use an existing 2) Add two new paths: lib and native3) Download latest JOGL and extract it 4) Copy the *.jar files to lib, *.so|dll to native5) Back in Eclipse hit the F5 key and expand the lib folder 6) Add both JARs to the build path (right-click them) And now comes the important two steps: 7) Right-click your OpenGL project, choose Libraries and expand the JRE System Library part  Click on Native library location, click Edit and chhose the native folder where you have copied the so/dlls to Rebuild the project and you might be lucky... 
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emzic
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« Reply #93 on: October 22, 2007, 06:18:46 am » |
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ok , i finally got a testcase for the bug i mentioned above. it took me basicall all of my weekend, cause it is really a weird bug. it seems to be connected to a certain character, namely the dash (ASCII 150). but not the character alone causes the problem, only when it is surrounded by other text and then all successive calls to the textrenderer produce scrambled text. here is the testcase: import java.awt.Frame; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.util.Random;
import javax.media.opengl.GL; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCanvas; import javax.media.opengl.GLEventListener; import javax.media.opengl.glu.GLU;
import com.sun.opengl.util.Animator; import com.sun.opengl.util.j2d.TextRenderer;
public class TextTest extends Frame implements GLEventListener {
private static final long serialVersionUID = 1L; int width, height;
public static void main(String[] args) { new TextTest(); } GLCanvas canvas; TextRenderer tr ; Animator animator; public TextTest() { super("TextTest"); this.setSize(800, 800); canvas = new GLCanvas(); canvas.addGLEventListener(this); add(canvas); animator = new Animator(canvas); animator.setRunAsFastAsPossible(false); animator.setPrintExceptions(true); animator.start(); setVisible(true); addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { System.exit(0); } }); }
public void display(GLAutoDrawable drawable) { GL gl = drawable.getGL(); gl.glClearColor(1,1,1,1); gl.glClear(GL.GL_COLOR_BUFFER_BIT|GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); //new GLU().gluPerspective(45f, (float)width/(float)height, 0.1f, 1000f); gl.glOrtho(0.0, 800, 0.0, 800, -100.0, 100.0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); tr.beginRendering(800,800); tr.draw( "die Marktwirtschaft. Da regelt sich – angeblich", 16, 32); tr.draw( "Hello World! This text is scrambled", 16, 16); tr.endRendering(); }
public void init(GLAutoDrawable arg0) { tr = new TextRenderer(new java.awt.Font("Verdana", java.awt.Font.PLAIN, 12), true, false, null, false); tr.setColor(0,0,0,1); }
public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3, int arg4) { width = arg3; height = arg4; GL gl = arg0.getGL(); gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(0.0, 800, 0.0, 200, -100.0, 100.0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); } public void displayChanged(GLAutoDrawable arg0, boolean arg1, boolean arg2) {}
}
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Ken Russell
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« Reply #94 on: October 22, 2007, 12:03:24 pm » |
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Thanks, filed as Issue 326. Note that your dash character is not an ASCII dash but some extended Unicode character, which is probably what is causing the problem (fallback to the full Unicode code path).
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emzic
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« Reply #95 on: October 23, 2007, 01:31:46 am » |
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thanks Ken. So does the current Textrenderer officially support full Unicode? I would highly encourage this, since the game i am working on, is mainly a chat which relies on a lot of strange characters from different languages. 
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Ken Russell
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« Reply #96 on: October 23, 2007, 07:45:22 am » |
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So does the current Textrenderer officially support full Unicode?
Yes, it always has. If there are any (other) issues rendering the full Unicode character set they're bugs and you should file them.
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emzic
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« Reply #97 on: November 09, 2007, 03:32:48 am » |
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just to let you guys know, there is currently a problem with the nightlies since last weekend. rendering text results in this exception: Caused by: java.lang.ArrayIndexOutOfBoundsException: 100 at com.sun.opengl.util.j2d.TextRenderer$GlyphsUploadList.prepGlyphForUpload(TextRenderer.java:1414) at com.sun.opengl.util.j2d.TextRenderer$GlyphProducer.getGlyphs(TextRenderer.java:1626) at com.sun.opengl.util.j2d.TextRenderer.internal_draw3D(TextRenderer.java:824) at com.sun.opengl.util.j2d.TextRenderer.draw3D(TextRenderer.java:512) at com.sun.opengl.util.j2d.TextRenderer.draw(TextRenderer.java:487) at TextTest.display(TextTest.java:71) at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78) at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:435) at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194) at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:452) at java.awt.event.InvocationEvent.dispatch(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
the ascii-dash seems to be fixed however. thanks!
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Ken Russell
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« Reply #98 on: November 09, 2007, 02:30:24 pm » |
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just to let you guys know, there is currently a problem with the nightlies since last weekend. rendering text results in this exception:
Thanks for the heads up. I fixed this and some other issues under Issue 326. The fixes will be in tomorrow's nightly build. the ascii-dash seems to be fixed however. thanks!
That's thanks to John Burkey.
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emzic
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« Reply #99 on: November 10, 2007, 04:09:07 am » |
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thanks for the update. unfortunately now it's throwing a nullpointer: at com.sun.opengl.util.j2d.TextRenderer.normalize(TextRenderer.java:593) at com.sun.opengl.util.j2d.TextRenderer.access$2100(TextRenderer.java:125) at com.sun.opengl.util.j2d.TextRenderer$GlyphsUploadList.uploadAnyNewGlyphs(TextRenderer.java:1429) at com.sun.opengl.util.j2d.TextRenderer$GlyphProducer.getGlyphs(TextRenderer.java:1668) at com.sun.opengl.util.j2d.TextRenderer.internal_draw3D(TextRenderer.java:824) at com.sun.opengl.util.j2d.TextRenderer.draw3D(TextRenderer.java:512) at com.sun.opengl.util.j2d.TextRenderer.draw(TextRenderer.java:487)
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gouessej
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« Reply #100 on: November 10, 2007, 04:57:40 am » |
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Tomas Hrasky, a student at the University of Hradec Králové in the Czech Republic, has ported the core of the GLU NURBS code from C++ to Java. This provides rendering of curved lines and surfaces via the traditional GLU APIs. There are example applications under demos.nurbs in the jogl-demos source tree (not yet available via Java Web Start). This is a substantial contribution and has been done very elegantly. I'd like to publicly thank Tomas for doing this work and contributing it to the JOGL project. There is still unimplemented functionality, such as trimmed surfaces and NURBS callbacks; please see the README.txt in src/classes/com/sun/opengl/impl/nurbs/ in the JOGL source tree and consider contributing code to move it toward completion.
I thank Tomas Hrasky too. This is a huge contribution! NURBS was a big hole in JOGL. It is very useful. If I have some time, I will test JOGL 1.1.1. In the past, we needed to use JGeom and I tried to rewrite the GLU NURBS by reusing some code coming from GL4Java but I failed.
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Ken Russell
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« Reply #101 on: November 10, 2007, 08:55:48 am » |
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thanks for the update. unfortunately now it's throwing a nullpointer:
Can you please provide a test case? All of the tests we have available are working fine.
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emzic
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« Reply #102 on: November 12, 2007, 02:22:14 am » |
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i am very sorry. this was my bad. i used a buggy implementation of the renderdelegate. edit: how about a new RC then? 
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« Last Edit: November 12, 2007, 02:45:18 am by emzic »
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Ken Russell
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« Reply #103 on: November 14, 2007, 06:07:19 pm » |
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edit: how about a new RC then?  Will aim to push 1.1.1-rc7 tomorrow.
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emzic
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« Reply #104 on: December 18, 2007, 05:59:57 am » |
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so, how is RC7 and/or the final of 1.1.1 coming along?  will we get a xmas present? 
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Ken Russell
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« Reply #105 on: December 18, 2007, 09:43:33 pm » |
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Sorry. I have been totally swamped with this project. I will try to finally promote RC7 tomorrow.
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gouessej
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« Reply #106 on: January 29, 2008, 12:27:30 pm » |
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I don't find gluQuadricCallback in JOGL 1.1.0. Is there something wrong?
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Ken Russell
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« Reply #107 on: January 30, 2008, 02:15:52 pm » |
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I don't find gluQuadricCallback in JOGL 1.1.0. Is there something wrong?
This isn't currently supported. If you would consider contributing code to support it that would be welcome. However it looks like this is of limited utility as the only valid callback is an error callback, and JOGL's DebugGL should provide more in-depth error checking.
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gouessej
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« Reply #108 on: February 03, 2008, 05:57:07 am » |
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This isn't currently supported. If you would consider contributing code to support it that would be welcome. However it looks like this is of limited utility as the only valid callback is an error callback, and JOGL's DebugGL should provide more in-depth error checking.
You're right, I see what you mean, it seems more logical to rely on DebugGL. I've found other strange things in the GLU in JOGL 1.1.1 RC7. There is a useless conditional structure : if (nsign == 1.0f) { normal3f(gl, (x * nsign), (y * nsign), (nz * nsign)); TXTR_COORD(gl, s, t); gl.glVertex3f((x * r), (y * r), z); normal3f(gl, (x * nsign), (y * nsign), (nz * nsign)); TXTR_COORD(gl, s, t + dt); gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz)); } else { normal3f(gl, x * nsign, y * nsign, nz * nsign); TXTR_COORD(gl, s, t); gl.glVertex3f((x * r), (y * r), z); normal3f(gl, x * nsign, y * nsign, nz * nsign); TXTR_COORD(gl, s, t + dt); gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz)); } If you agree with me, I can suggest you some corrections. On the other hand, it might be interesting to provide an implementation allowing to return all the coordinates in a buffer (rather than only using the immediate mode) in order to allow programmers to reuse them inside a VBO for example. I'm writing some methods to perform this now for my game.
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« Last Edit: February 03, 2008, 06:01:15 am by gouessej »
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gouessej
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« Reply #109 on: February 04, 2008, 12:40:31 am » |
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The method gluCylinder generates one normal for every vertex in the quadric, this is the default behavior and the behavior of GLU_SMOOTH. Nevertheless, the normals are generated even though you call gluQuadricNormals(quadric,GLU.GLU_NONE) and too much normals are generated if you call gluQuadricNormals(quadric,GLU.GLU_FLAT). It would be better at least to rewrite the following method (in GLUquadricImpl) by adding a test : /** * Call glNormal3f after scaling normal to unit length. * * @param x * @param y * @param z */ private void normal3f(GL gl, float x, float y, float z) { if(normals != GLU.GLU_NONE) {float mag; mag = (float)Math.sqrt(x * x + y * y + z * z); if (mag > 0.00001F) { x /= mag; y /= mag; z /= mag; } gl.glNormal3f(x, y, z); } }
Then, it would solve one of the problem.
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Ken Russell
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« Reply #110 on: February 16, 2008, 05:59:01 pm » |
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JSR-231 1.1.1 release candidate 7 has finally been released. I apologize to everyone for how long it has taken to publish this release. This build contains bug fixes for the TextRenderer, some contributed by John Burkey. It adds control to the TextRenderer for whether to use vertex arrays or immediate mode, contributed by emzic. It adds control over whether GL_LINEAR filtering is enabled for the TextRenderer's backing store, as some machines handle this poorly, resulting in fuzzy text. It also contains a small but deep bug fix in the native code which interacts with the JAWT which was preventing JOGL applets from being unloaded cleanly, and was also the root cause of bizarre ClassCastExceptions when running more than one JOGL applet on Mac OS X. The JNLP extension has been updated: http://download.java.net/media/jogl/builds/archive/jsr-231-webstart-current/jogl.jnlp
and a stable JNLP extension file for this release has been posted: http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.1-rc7/webstart/jogl.jnlp
Please try the new release and post if you have any problems or questions. Another release candidate will follow this one with additional bug fixes to the TextRenderer.
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« Last Edit: February 18, 2008, 08:36:40 am by Ken Russell »
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Ken Russell
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« Reply #112 on: February 18, 2008, 12:25:43 am » |
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It always points to the most recent promoted build. You can choose a "static version" of JOGL by using the .jnlp file for that release. For 1.1.0, it's http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.0/webstart/jogl.jnlp
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Ken Russell
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« Reply #113 on: February 22, 2008, 08:13:24 pm » |
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JSR-231 1.1.1 release candidate 8 has been released. This release fixes a couple more bugs in the TextRenderer; thanks to spiraljetty for the concise test cases illustrating these problems. Some additional controls to the TextRenderer motivated by emzic and other users were also added. As part of this bug fix the TextRenderer's code changed substantially. It is expected that this will have no user visible impact and that the only changes will be improvements in both correctness and performance when rendering mixed Unicode and Western European text. Still, please test this release and report any problems or regressions you find. The JNLP extension has been updated: http://download.java.net/media/jogl/builds/archive/jsr-231-webstart-current/jogl.jnlp
and a stable JNLP extension file for this release has been posted: http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.1-rc8/webstart/jogl.jnlp
It is hoped that this will be the last release candidate and that the final release of 1.1.1 will be done shortly, within about a month's time. The JSR-231 maintenance release request will be sent to the JCP Program Management Office next week.
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augusto
JGO n00b
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« Reply #114 on: February 23, 2008, 04:43:35 pm » |
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BTW I can't get the xtrans demo to work at all. Any hints what type of debugging I need to turn on ? Basically the window just popus up and freezes and nothing shows, how do I know if it's a driver problem?
D:\jogl\jogl-demos\src>java -Dsun.java2d.opengl=true demos.xtrans.Main WGLGraphicsConfig_initWGL OGLFuncs_OpenLibrary OGLFuncs_InitPlatformFuncs OGLFuncs_InitBaseFuncs WGLGraphicsConfig_getWGLConfigInfo OGLFuncs_InitExtFuncs WGLGC_GetPixelFormatForDC [V] candidate pixel formats: [V] pixfmt=7 db=1 alpha=0 depth=24 stencil=0 valid=true [V] pixfmt=8 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=9 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=10 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=13 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=14 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=15 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=16 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=19 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=20 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=21 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=22 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=25 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=26 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=27 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=28 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=31 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=32 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=33 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=34 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=37 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=38 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=39 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=40 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=43 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=44 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=45 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=46 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=49 db=1 alpha=0 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=50 db=1 alpha=8 depth=24 stencil=0 valid=false (large depth) [V] pixfmt=51 db=1 alpha=0 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=52 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=1829812196 db=1 alpha=8 depth=24 stencil=8 valid=false (large dep th) [V] pixfmt=369169695 db=1 alpha=8 depth=24 stencil=8 valid=false (large dept h) [V] pixfmt=727811152 db=1 alpha=8 depth=24 stencil=8 valid=false (large dept h) [V] pixfmt=45078528 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth ) [V] pixfmt=717688600 db=1 alpha=8 depth=24 stencil=8 valid=false (large dept h) [V] pixfmt=58915308 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth ) [V] pixfmt=0 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) [V] pixfmt=0 db=1 alpha=8 depth=24 stencil=8 valid=false (large depth) WGLGC_GetPixelFormatForDC: chose 7 as the best pixel format OGLContext_IsExtensionAvailable: GL_ARB_fragment_shader=true OGLContext_IsExtensionAvailable: GL_ARB_multitexture=true OGLContext_IsExtensionAvailable: GL_ARB_texture_non_power_of_two=true OGLContext_IsExtensionAvailable: GL_ARB_texture_rectangle=true OGLContext_IsExtensionAvailable: GL_EXT_framebuffer_object=true OGLContext_IsFBObjectExtensionAvailable: fbobject supported OGLContext_IsLCDShaderSupportAvailable: LCD text shader supported OGLContext_IsBIOpShaderSupportAvailable: BufferedImageOp shader supported OGLContext_IsGradShaderSupportAvailable: Linear/RadialGradientPaint shader s upported OGLContext_IsExtensionAvailable: GL_NV_fragment_program=true OGLContext_IsExtensionAvailable: GL_NV_fragment_program2=true WGLGraphicsConfig_getWGLConfigInfo: OpenGL version=2.0.1 OGLContext_IsExtensionAvailable: WGL_ARB_pbuffer=true OGLContext_IsExtensionAvailable: WGL_ARB_make_current_read=true OGLContext_IsExtensionAvailable: WGL_ARB_pixel_format=true
If I resize the (now frozen window) I get this;
[E] WGLSD_MakeCurrentToScratch: could not make current [E] OGLSD_InitTextureObject: actual (w=45078528 h=45078528) != requested [E] OGLSurfaceData_initFBObject: could not init texture object [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] OGLSD_InitTextureObject: actual (w=45078528 h=45078528) != requested [E] OGLSurfaceData_initFBObject: could not init texture object [E] WGLSD_MakeCurrentToScratch: could not make current [E] OGLSD_InitTextureObject: actual (w=45078528 h=45078528) != requested [E] OGLSurfaceData_initFBObject: could not init texture object [E] OGLSD_MakeOGLContextCurrent: could not make current [E] OGLContext_SetSurfaces: could not make context current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] OGLSD_MakeOGLContextCurrent: could not make current [E] OGLContext_SetSurfaces: could not make context current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] WGLSD_MakeCurrentToScratch: could not make current [E] OGLSD_MakeOGLContextCurrent: could not make current [E] OGLContext_SetSurfaces: could not make context current
Any ideas?
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Ken Russell
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« Reply #115 on: February 24, 2008, 09:29:35 pm » |
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BTW I can't get the xtrans demo to work at all. Any hints what type of debugging I need to turn on ?
This demo requires the Java 2D OpenGL pipeline to be working properly, and this basically requires the absolute latest OpenGL drivers. I just upgraded to the 169.21 NVidia ForceWare drivers and they run the demo very well. You should check your vendor's web site for a driver upgrade.
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gouessej
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« Reply #116 on: April 12, 2008, 10:31:01 am » |
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Hi! I have tried to use the nightly build and I have got this exception when I launch TUER : Exception in thread "AWT-EventQueue-0" java.lang.ClassCastException: java.nio.DirectByteBuffer cannot be cast to com.sun.opengl.impl.x11.JAWT_X11DrawingSurfaceInfo at com.sun.opengl.impl.x11.X11OnscreenGLDrawable.lockSurface(X11OnscreenGLDrawable.java:152) at com.sun.opengl.impl.x11.X11OnscreenGLContext.makeCurrentImpl(X11OnscreenGLContext.java:61) at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134) at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182) at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:265) at javax.media.opengl.GLCanvas.display(GLCanvas.java:130) at javax.media.opengl.GLCanvas.paint(GLCanvas.java:142) at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248) at sun.awt.X11.XRepaintArea.paintComponent(XRepaintArea.java:56) at sun.awt.RepaintArea.paint(RepaintArea.java:224) at sun.awt.X11.XComponentPeer.handleEvent(XComponentPeer.java:683) at java.awt.Component.dispatchEventImpl(Component.java:4489) at java.awt.Component.dispatchEvent(Component.java:4243) at java.awt.EventQueue.dispatchEvent(EventQueue.java:599) at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273) at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183) at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168) at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160) at java.awt.EventDispatchThread.run(EventDispatchThread.java:121) Another people has got the same problem : http://forum.java.sun.com/thread.jspa?messageID=10164398&tstart=0I don't know what to do. Please help me.
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Ken Russell
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« Reply #117 on: April 13, 2008, 06:38:18 pm » |
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You have a mismatched jogl.jar and jogl.dll.
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gouessej
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« Reply #118 on: April 14, 2008, 12:30:46 am » |
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You have a mismatched jogl.jar and jogl.dll.
No I already checked it. I removed JOGL 1.1.0 before installing JOGL 1.1.1 RC8. I removed the 2 JARs in "jre/lib/ext" and the 4 .so files in "jre/lib/i386". I will test again tonight.
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cylab
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« Reply #119 on: April 14, 2008, 01:09:39 am » |
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Take a look at the LD_LIBRARY_PATH and scan these locations for jogl/gluegen .so files
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