Failed to validate certificate

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Failed to validate certificate

Pixelapp
The questions:

Am I calling the proper jar files on my jnlp commands?

Am I calling the proper newt jars? Am I even using newt?

Any ideas of what is going on here?

The set up:

I get the following error under Windows Vista (But works fine under Windows 7, Mac, and Ubuntu):



This is the reason that is shown:

java.security.cert.CertificateException: java.security.cert.CertPathValidatorException: java.security.InvalidKeyException: Wrong key usage
        at com.sun.deploy.security.TrustDecider.doCheckRevocationStatus(Unknown Source)
        at com.sun.deploy.security.TrustDecider.validateChain(Unknown Source)
        at com.sun.deploy.security.TrustDecider.isAllPermissionGranted(Unknown Source)
        at com.sun.javaws.security.AppPolicy.grantUnrestrictedAccess(Unknown Source)
        at com.sun.javaws.security.JNLPSignedResourcesHelper.checkSignedResourcesHelper(Unknown Source)
        at com.sun.javaws.security.JNLPSignedResourcesHelper.checkSignedResources(Unknown Source)
        at com.sun.javaws.Launcher.prepareResources(Unknown Source)
        at com.sun.javaws.Launcher.prepareAllResources(Unknown Source)
        at com.sun.javaws.Launcher.prepareToLaunch(Unknown Source)
        at com.sun.javaws.Launcher.prepareToLaunch(Unknown Source)
        at com.sun.javaws.Launcher.launch(Unknown Source)
        at com.sun.javaws.Main.launchApp(Unknown Source)
        at com.sun.javaws.Main.continueInSecureThread(Unknown Source)
        at com.sun.javaws.Main.access$000(Unknown Source)
        at com.sun.javaws.Main$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Caused by: java.security.cert.CertPathValidatorException: java.security.InvalidKeyException: Wrong key usage
        at sun.security.provider.certpath.OCSPResponse.verifyResponse(Unknown Source)
        at sun.security.provider.certpath.OCSPResponse.<init>(Unknown Source)
        at sun.security.provider.certpath.OCSP.check(Unknown Source)
        at sun.security.provider.certpath.OCSP.check(Unknown Source)
        at sun.security.provider.certpath.OCSP.check(Unknown Source)
        at com.sun.deploy.security.TrustDecider.doOCSPEEValidation(Unknown Source)
        ... 16 more
Caused by: java.security.InvalidKeyException: Wrong key usage
        at java.security.Signature.initVerify(Unknown Source)
        ... 22 more


This is my program (test case):

package mypackage.testcase;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.glu.GLU;

import com.jogamp.newt.event.WindowAdapter;
import com.jogamp.newt.event.WindowEvent;
import com.jogamp.newt.opengl.GLWindow;
import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureIO;

public class MyRenderer implements GLEventListener
{
        private String[] textures = {
                "boat.jpg",
                        };
        private Texture[] tex = new Texture[textures.length];
        private String[] texturesLevelTwo = {
                "pressenter.png",
                        };
        private Texture[] texLevelTwo = new Texture[texturesLevelTwo.length];



       
        private String folder = "mypackage/testcase/images/";
       
    private FloatBuffer mFVertexBuffer;
    private FloatBuffer mTexBuffer;
    private ShortBuffer mIndexBuffer;
   
    private FloatBuffer mFVertexBuffer2;
    private FloatBuffer mTexBuffer2;
    private ShortBuffer mIndexBuffer2;
   
    private FloatBuffer mFVertexBuffer3;
    private FloatBuffer mTexBuffer3;
    private ShortBuffer mIndexBuffer3;
   
    private FloatBuffer mFVertexBuffer4;
    private FloatBuffer mTexBuffer4;
    private ShortBuffer mIndexBuffer4;
   
    private FloatBuffer mFVertexBuffer5;
    private FloatBuffer mTexBuffer5;
    private ShortBuffer mIndexBuffer5;
   
    private FloatBuffer mFVertexBuffer6;
    private FloatBuffer mTexBuffer6;
    private ShortBuffer mIndexBuffer6;
       
        private static ClassLoader cl;
        private GLU glu = new GLU();
       
        private int count = 0; // Used for animation
       
        private GLProfile glp;
        private FPSAnimator animator;
       
    private float[] coords =
    {
            // X, Y, Z
    0.741524f, 0.997209f, -0.542264f,
    0.360065f, 0.995797f, -0.542264f,
    0.358783f, 0.649583f, -0.542264f,
    0.741524f, 0.649583f, -0.542264f,
    };
   
   
    private short[] indices =
    {
    0, 1, 2, 3, 0, 2,
    };
   
   
    private float[] textureCoords =
    {
    1, 1, 0, 1,
    0, 0, 1, 0,
    };
   
   
    private float[] coords2 =
    {
            // X, Y, Z
    -0.610267f, 0.000745f, -0.542264f,
    -0.991726f, -0.000666f, -0.542264f,
    -0.993008f, -0.346880f, -0.542264f,
    -0.610267f, -0.346880f, -0.542264f,
    };
   

    private short[] indices2 =
    {
    0, 1, 2,
    3, 0, 2,
    };
   
   
    private float[] textureCoords2 =
    {
    1, 1, 0, 1,
    0, 0, 1, 0,
    };
   
   
    private float[] coords3 =
    {
            // X, Y, Z
    0.077216f, 0.997209f, -0.542264f,
    -0.304243f, 0.995797f, -0.542264f,
    -0.305526f, 0.649583f, -0.542264f,
    0.077216f, 0.649583f, -0.542264f,
    };
   
   
    private short[] indices3 =
    {
    0, 1, 2,
    3, 0, 2,
    };
   
   
    private float[] textureCoords3 =
    {
    1, 1, 0, 1,
    0, 0, 1, 0,
    };
   
   
    private float[] coords4 =
    {
            // X, Y, Z
    0.108114f, 0.000745f, -0.542264f,
    -0.273345f, -0.000666f, -0.542264f,
    -0.274628f, -0.346880f, -0.542264f,
    0.108114f, -0.346880f, -0.542264f,
    };
   
    private short[] indices4 =
    {
    0, 1, 2,
    3, 0, 2,
    };
   
   
    private float[] textureCoords4 =
    {
    1, 1, 0, 1,
    0, 0, 1, 0,
    };
   
   
    private float[] coords5 =
    {
            // X, Y, Z
    0.746427f, 0.000745f, -0.542264f,
    0.364968f, -0.000666f, -0.542264f,
    0.363685f, -0.346880f, -0.542264f,
    0.746427f, -0.346880f, -0.542264f,
    };
   
    private short[] indices5 =
    {
    0, 1, 2,
    3, 0, 2,
    };
   
   
    private float[] textureCoords5 =
    {
    1, 1, 0, 1, 0, 0, 1, 0,
    };
   
   
    private float[] coords6 =
    {
            // X, Y, Z
    -0.602542f, 0.997209f, -0.542264f,
    -0.984001f, 0.995797f, -0.542264f,
    -0.985284f, 0.649583f, -0.542264f,
    -0.602542f, 0.649583f, -0.542264f,
    };
   
   
    private short[] indices6 =
    {
    0, 1, 2,
    3, 0, 2,
    };
   
   
    private float[] textureCoords6 =
    {
    1, 1, 0, 1,
    0, 0, 1, 0,
    };
   
       
        public MyRenderer()
        {
                cl = this.getClass().getClassLoader();
               
        // Buffers to be passed to gl*Pointer() functions
        // must be direct, i.e., they must be placed on the
        // native heap where the garbage collector cannot
        // move them.
        //
        // Buffers with multi-byte datatypes (e.g., short, int, float)
        // must have their byte order set to native order

        ByteBuffer vbb = ByteBuffer.allocateDirect(coords.length * 4);
        vbb.order(ByteOrder.nativeOrder());
        mFVertexBuffer = vbb.asFloatBuffer();

        ByteBuffer tbb = ByteBuffer.allocateDirect(textureCoords.length * 4);
        tbb.order(ByteOrder.nativeOrder());
        mTexBuffer = tbb.asFloatBuffer();

        ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
        ibb.order(ByteOrder.nativeOrder());
        mIndexBuffer = ibb.asShortBuffer();
       
       
       


        ByteBuffer vbb2 = ByteBuffer.allocateDirect(coords2.length * 4);
        vbb2.order(ByteOrder.nativeOrder());
        mFVertexBuffer2 = vbb2.asFloatBuffer();

        ByteBuffer tbb2 = ByteBuffer.allocateDirect(textureCoords2.length * 4);
        tbb2.order(ByteOrder.nativeOrder());
        mTexBuffer2 = tbb2.asFloatBuffer();

        ByteBuffer ibb2 = ByteBuffer.allocateDirect(indices2.length * 2);
        ibb2.order(ByteOrder.nativeOrder());
        mIndexBuffer2 = ibb2.asShortBuffer();
       
       
       
       
        ByteBuffer vbb3 = ByteBuffer.allocateDirect(coords3.length * 4);
        vbb3.order(ByteOrder.nativeOrder());
        mFVertexBuffer3 = vbb3.asFloatBuffer();

        ByteBuffer tbb3 = ByteBuffer.allocateDirect(textureCoords3.length * 4);
        tbb3.order(ByteOrder.nativeOrder());
        mTexBuffer3 = tbb3.asFloatBuffer();

        ByteBuffer ibb3 = ByteBuffer.allocateDirect(indices3.length * 2);
        ibb3.order(ByteOrder.nativeOrder());
        mIndexBuffer3 = ibb3.asShortBuffer();
       
       
       
       
        ByteBuffer vbb4 = ByteBuffer.allocateDirect(coords4.length * 4);
        vbb4.order(ByteOrder.nativeOrder());
        mFVertexBuffer4 = vbb4.asFloatBuffer();

        ByteBuffer tbb4 = ByteBuffer.allocateDirect(textureCoords4.length * 4);
        tbb4.order(ByteOrder.nativeOrder());
        mTexBuffer4 = tbb4.asFloatBuffer();

        ByteBuffer ibb4 = ByteBuffer.allocateDirect(indices4.length * 2);
        ibb4.order(ByteOrder.nativeOrder());
        mIndexBuffer4 = ibb4.asShortBuffer();
       
       
       
       
        ByteBuffer vbb5 = ByteBuffer.allocateDirect(coords5.length * 4);
        vbb5.order(ByteOrder.nativeOrder());
        mFVertexBuffer5 = vbb5.asFloatBuffer();

        ByteBuffer tbb5 = ByteBuffer.allocateDirect(textureCoords5.length * 4);
        tbb5.order(ByteOrder.nativeOrder());
        mTexBuffer5 = tbb5.asFloatBuffer();

        ByteBuffer ibb5 = ByteBuffer.allocateDirect(indices5.length * 2);
        ibb5.order(ByteOrder.nativeOrder());
        mIndexBuffer5 = ibb5.asShortBuffer();
       
       
       
       
       
        ByteBuffer vbb6 = ByteBuffer.allocateDirect(coords6.length * 4);
        vbb6.order(ByteOrder.nativeOrder());
        mFVertexBuffer6 = vbb6.asFloatBuffer();

        ByteBuffer tbb6 = ByteBuffer.allocateDirect(textureCoords6.length * 4);
        tbb6.order(ByteOrder.nativeOrder());
        mTexBuffer6 = tbb6.asFloatBuffer();

        ByteBuffer ibb6 = ByteBuffer.allocateDirect(indices6.length * 2);
        ibb6.order(ByteOrder.nativeOrder());
        mIndexBuffer6 = ibb6.asShortBuffer();

       
                glp = GLProfile.getDefault();
                GLCapabilities caps = new GLCapabilities(glp);
                GLWindow miCanvas = GLWindow.create(caps);
               
        miCanvas.setTitle("Test Case");
       
        miCanvas.setPointerVisible(false);
       
        miCanvas.addWindowListener(new WindowAdapter() {
            public void windowDestroyNotify(WindowEvent arg0) {
                System.exit(0);
            };
        });
               
       
                // Indicate Canvas to detect the events of OpenGL in this Class.
                miCanvas.addGLEventListener(this);
               
                // Add a key listener to this program.
                //miCanvas.addFocusListener(new MyFocusListener());

                //miCanvas.setFocusable(true); // To receive key event
                miCanvas.requestFocus();



       

       

                // Size of the window
                miCanvas.setSize(600, 600);

                // Eliminates the windows frames look.
                miCanvas.setUndecorated(true);



                miCanvas.setFullscreen(true);

                // Renders continuously JOGL2.
                animator = new FPSAnimator(miCanvas, 1);
                animator.add(miCanvas);
                animator.start();
               


                // Make visible the object of most weight
                miCanvas.setVisible(true);
        }

        /**
         * @param args
         */
        public static void main(String[] args)
        {
                new MyRenderer();
        }

        public void display(GLAutoDrawable drawable)
        {
                GL2 gl = drawable.getGL().getGL2(); // Initialize the variable GL
               
        /*
         * By default, OpenGL enables features that improve quality
         * but reduce performance. One might want to tweak that
         * especially on software renderer.
         */
        gl.glDisable(GL2.GL_DITHER);

        gl.glTexEnvf(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE,
                GL2.GL_MODULATE);

        /*
         * Usually, the first thing one might want to do is to clear
         * the screen. The most efficient way of doing this is to use
         * glClear().
         */

        gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);

        /*
         * Now we're ready to draw some 3D objects
         */

        gl.glMatrixMode(GL2.GL_MODELVIEW);
        gl.glLoadIdentity();

        glu.gluLookAt( 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

        gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);

        gl.glActiveTexture(GL2.GL_TEXTURE0);
       
        texLevelTwo = prepareTexture(gl, texturesLevelTwo, texLevelTwo);
       
        texLevelTwo[0].bind(gl);
       
        deleteTextures(gl, texLevelTwo);
       
        tex = prepareTexture(gl, textures, tex);
       
        tex[0].bind(gl);
       
        // Animation for testing
                count++;
               
                if (count == 5)
                {
                        count = 0;
                }
       
                for (int index = 0; index < coords.length; index += 3)
                {
                        coords[index] -= 0.1;
                       
                        if(count == 0)
                        {
                                coords[index] += 0.5;
                        }
                }
               
               
                for (int index = 0; index < coords2.length; index += 3)
                {
                        coords2[index] -= 0.1;
                       
                        if(count == 0)
                        {
                                coords2[index] += 0.5;
                        }
                }
               
               
                for (int index = 0; index < coords3.length; index += 3)
                {
                        coords3[index] -= 0.1;
                       
                        if(count == 0)
                        {
                                coords3[index] += 0.5;
                        }
                }
               
                for (int index = 0; index < coords4.length; index += 3)
                {
                        coords4[index] -= 0.1;
                       
                        if(count == 0)
                        {
                                coords4[index] += 0.5;
                        }
                }
               
                for (int index = 0; index < coords5.length; index += 3)
                {
                        coords5[index] -= 0.1;
                       
                        if(count == 0)
                        {
                                coords5[index] += 0.5;
                        }
                }
               
                for (int index = 0; index < coords6.length; index += 3)
                {
                        coords6[index] -= 0.1;
                       
                        if(count == 0)
                        {
                                coords6[index] += 0.5;
                        }
                }
        // End of Animation for testing
               
        mFVertexBuffer.put(coords);

        mTexBuffer.put(textureCoords);

        mIndexBuffer.put(indices);

        mFVertexBuffer.position(0);
        mTexBuffer.position(0);
        mIndexBuffer.position(0);
       
       

        mFVertexBuffer2.put(coords2);

        mTexBuffer2.put(textureCoords2);

        mIndexBuffer2.put(indices2);

        mFVertexBuffer2.position(0);
        mTexBuffer2.position(0);
        mIndexBuffer2.position(0);
       
       
       
        mFVertexBuffer3.put(coords3);

        mTexBuffer3.put(textureCoords3);

        mIndexBuffer3.put(indices3);

        mFVertexBuffer3.position(0);
        mTexBuffer3.position(0);
        mIndexBuffer3.position(0);
       
       
       
        mFVertexBuffer4.put(coords4);

        mTexBuffer4.put(textureCoords4);

        mIndexBuffer4.put(indices4);

        mFVertexBuffer4.position(0);
        mTexBuffer4.position(0);
        mIndexBuffer4.position(0);
       
       
       
       
        mFVertexBuffer5.put(coords5);

        mTexBuffer5.put(textureCoords5);

        mIndexBuffer5.put(indices5);

        mFVertexBuffer5.position(0);
        mTexBuffer5.position(0);
        mIndexBuffer5.position(0);
       
       
       
       
        mFVertexBuffer6.put(coords6);

        mTexBuffer6.put(textureCoords6);

        mIndexBuffer6.put(indices6);

        mFVertexBuffer6.position(0);
        mTexBuffer6.position(0);
        mIndexBuffer6.position(0);
       
        gl.glEnable(GL2.GL_TEXTURE_2D);
       
        gl.glPushMatrix();
        gl.glFrontFace(GL2.GL_CCW);
        gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mFVertexBuffer);
        gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexBuffer);
        gl.glDrawElements(GL2.GL_TRIANGLE_STRIP, indices.length,
                GL2.GL_UNSIGNED_SHORT, mIndexBuffer);
        gl.glPopMatrix();
       
       
       
        gl.glPushMatrix();
        gl.glFrontFace(GL2.GL_CCW);
        gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mFVertexBuffer2);
        gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexBuffer2);
        gl.glDrawElements(GL2.GL_TRIANGLE_STRIP, indices2.length,
                GL2.GL_UNSIGNED_SHORT, mIndexBuffer2);
        gl.glPopMatrix();
       
       
       
        gl.glPushMatrix();
        gl.glFrontFace(GL2.GL_CCW);
        gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mFVertexBuffer3);
        gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexBuffer3);
        gl.glDrawElements(GL2.GL_TRIANGLE_STRIP, indices3.length,
                GL2.GL_UNSIGNED_SHORT, mIndexBuffer3);
        gl.glPopMatrix();
       
       
       
       
        gl.glPushMatrix();
        gl.glFrontFace(GL2.GL_CCW);
        gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mFVertexBuffer4);
        gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexBuffer4);
        gl.glDrawElements(GL2.GL_TRIANGLE_STRIP, indices4.length,
                GL2.GL_UNSIGNED_SHORT, mIndexBuffer4);
        gl.glPopMatrix();
       
       
       
        gl.glPushMatrix();
        gl.glFrontFace(GL2.GL_CCW);
        gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mFVertexBuffer5);
        gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexBuffer5);
        gl.glDrawElements(GL2.GL_TRIANGLE_STRIP, indices5.length,
                GL2.GL_UNSIGNED_SHORT, mIndexBuffer5);
        gl.glPopMatrix();
       
       
        gl.glPushMatrix();
        gl.glFrontFace(GL2.GL_CCW);
        gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mFVertexBuffer6);
        gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexBuffer6);
        gl.glDrawElements(GL2.GL_TRIANGLE_STRIP, indices6.length,
                GL2.GL_UNSIGNED_SHORT, mIndexBuffer6);
        gl.glPopMatrix();
               
        deleteTextures(gl, tex);
        }

        public void dispose(GLAutoDrawable drawable)
        {
               
        }

        public void init(GLAutoDrawable drawable)
        {
                GL2 gl = drawable.getGL().getGL2(); // Initialize the variable GL
               
        /*
         * By default, OpenGL enables features that improve quality
         * but reduce performance. One might want to tweak that
         * especially on software renderer.
         */
        gl.glDisable(GL2.GL_DITHER);

        /*
         * Some one-time OpenGL initialization can be made here
         * probably based on features of this particular context
         */
        gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT,
                GL2.GL_FASTEST);

        gl.glClearColor(.5f, .5f, .5f, 1);
        gl.glShadeModel(GL2.GL_SMOOTH);
        gl.glEnable(GL2.GL_DEPTH_TEST);
        gl.glEnable(GL2.GL_TEXTURE_2D);
        }

        public void reshape(GLAutoDrawable drawable, int arg1, int arg2, int w,
                        int h)
        {
                GL2 gl = drawable.getGL().getGL2(); // Initialize the variable GL
               
        gl.glViewport(0, 0, w, h);

        /*
        * Set our projection matrix. This doesn't have to be done
        * each time we draw, but usually a new projection needs to
        * be set when the viewport is resized.
        */

        float ratio = (float) w / h;
        gl.glMatrixMode(GL2.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
        }
       
        public Texture[] prepareTexture(GL2 gl, String[] fnm, Texture[] pTex )
        {
                String[] fileName = new String[fnm.length];
               


                for (int count = 0; count < fnm.length; count++)
                {
                        fileName[count] = folder + fnm[count];

                        try {
                                pTex[count] = TextureIO.newTexture(
                                                cl.getResource(fileName[count]), false, null);

                                pTex[count].setTexParameterf(gl, GL2.GL_TEXTURE_MIN_FILTER,
                                                GL2.GL_LINEAR);
                                pTex[count].setTexParameterf(gl, GL2.GL_TEXTURE_MAG_FILTER,
                                                GL2.GL_LINEAR);
                               
                        } catch (Exception e) {
                                System.out.println("Error loading texture " + fileName[count]);
                        }

                }

               
                return pTex;

        }
       
        public Texture[] updateTexture(GL2 gl, String[] fnm, Texture[] pTex )
        {
                String[] fileName = new String[fnm.length];
               


                for (int count = 0; count < fnm.length; count++)
                {
                        fileName[count] = folder + fnm[count];

                        try {
                                pTex[count].updateImage(gl, TextureIO.newTextureData(
                                                glp, cl.getResource(fileName[count]), false, null));

                                pTex[count].setTexParameterf(gl, GL2.GL_TEXTURE_MIN_FILTER,
                                                GL2.GL_LINEAR);
                                pTex[count].setTexParameterf(gl, GL2.GL_TEXTURE_MAG_FILTER,
                                                GL2.GL_LINEAR);
                               
                        } catch (Exception e) {
                                System.out.println("Error loading texture " + fileName[count]);
                        }

                }

               
                return pTex;

        }
       
        public void deleteTextures(GL2 gl, Texture[] dTex)
        {
                for (int count = 0; count < dTex.length; count++)
                {
                        dTex[count].destroy(gl);
                }
        }


}


Please note that the following JNLP file does not reference the test case copied above instead this is the JNLP of my entire program on www.wavelogy.pixelapp.co

This is my JNLP file:

<?xml version="1.0" encoding="utf-8"?>
<jnlp codebase="http://wavelogy.pixelapp.co"
      href="WavelogyDesktop.jnlp">
  <information>
    <title>Wavelogy</title>
    <vendor>Pixelapp Co.</vendor>
    <homepage href="http://pixelapp.co/"/>
    <description>Wavelogy the game.</description>
    <description kind="short">Racing game.</description>
    <icon href="images/icon_128.png" width="64"
      height="64"/>
    <offline-allowed/> 
    <shortcut online="false">
    <desktop/>
    </shortcut>
  </information>
  <update check="background" policy="always"/>

      <resources>     
      <property name="sun.java2d.noddraw" value="true"/>
      <jar href="WavelogyDesktop.jar" main="true"/>
      <extension name="jogl-all-awt" href="http://jogamp.org/deployment/jogamp-current/jogl-all-awt.jnlp" />
    </resources>

  <application-desc main-class="pixelapp.wavelogy.Wavelogy">
   <argument>NotFirstUIActionOnProcess</argument> 
  </application-desc>
</jnlp>
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Re: Failed to validate certificate

gouessej
Administrator
Hi

I have already reported this bug, please vote for it:
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=7197652
Julien Gouesse | Personal blog | Website
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Re: Failed to validate certificate

Pixelapp
Then why didn't I get this bug just a couple of weeks ago?!
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Re: Failed to validate certificate

Pixelapp
In reply to this post by gouessej
Thanks for posting a work around. I'll see if it works for me while I wait for this to be fixed.
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Re: Failed to validate certificate

gouessej
Administrator
But if nobody takes a few minutes to vote for this bug, Oracle will never fix it. If you feel concerned by this bug, please take some time to register and vote.
Julien Gouesse | Personal blog | Website
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Re: Failed to validate certificate

Sven Gothel
Administrator
On 09/16/2012 10:09 AM, gouessej [via jogamp] wrote:
> But if nobody takes a few minutes to vote for this bug, Oracle will never fix
> it. If you feel concerned by this bug, please take some time to register and
> vote.

Ok, .. how to vote ?
I read that page - but missed the 'vote' button.

~Sven



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Re: Failed to validate certificate

gouessej
Administrator
You have to be logged to vote, but it is really messy, I don't succeed in voting for my own bug :(
Julien Gouesse | Personal blog | Website
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Re: Failed to validate certificate

Xerxes Rånby
In reply to this post by gouessej

Please describe how to vote. There is no vote button :/


2012-09-16 10:09 skrev gouessej [via jogamp]:

But if nobody takes a few minutes to vote for this bug, Oracle will never fix it. If you feel concerned by this bug, please take some time to register and vote.


If you reply to this email, your message will be added to the discussion below:
http://forum.jogamp.org/Failed-to-validate-certificate-tp4026173p4026181.html
To start a new topic under jogamp, email [hidden email]
To unsubscribe from jogamp, click here.
NAML

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Re: Failed to validate certificate

Pixelapp
In reply to this post by gouessej
If you find the vote button let me know. :/
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Re: Failed to validate certificate

gouessej
Administrator
In reply to this post by Xerxes Rånby
I will have to duplicate this bug report into OpenJDK bug tracker (JIRA). Has someone reproduced it under GNU Linux?
Julien Gouesse | Personal blog | Website