Reply – Re: How to run Java 3D 1.6 under old Intel processors with integrated graphics?
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Re: How to run Java 3D 1.6 under old Intel processors with integrated graphics?
— by Manu Manu
Thanks for your answer

At the moment, when this problem arises, Sweet Home 3D runs with Java 8 64 bit and Java 3D 1.6. I want to propose to users to run legacy-igpu-x64.zip but only if it will be helpful. If I add a RenderingErrorListener to VirtualUniverse, do you know what errorCode, errorMessage and/or other attributes I should get in the RenderingError that will be returned? I don't have any computer at my disposal with this issue, so it's difficult for me to guess.
If using RenderingError data is not a good idea, how can I detect the issue with JOGL classes (possibly using reflection to avoid some dependencies at compilation time)?

More generally, I don't understand why this problem is still here. As far as I know, Minecraft belongs to Microsoft, so I would think that this kind of partnership would give them enough influence to fix this issue in Windows 10. How does Minecraft handle this issue? On the other side, why this issue can't be fixed by Oracle in Java? Doesn't this issue happen in JavaFX 3D too?
If it's allowed to redistribute legacy-igpu-x64.zip, could it be a problem to run it at Sweet Home 3D installation time on all Windows 10 64 bit computers, even if it's not needed?

PS: If you have any link to some discussions that could help, please share them
Emmanuel Puybaret