Another problem

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Another problem

charxie
This one happens with the latest driver on Windows 10. Any idea how to fix it?

com.jogamp.opengl.GLException: java.lang.reflect.InvocationTargetException
        at com.jogamp.opengl.awt.GLJPanel.display(GLJPanel.java:465)
        at jogamp.opengl.GLDrawableHelper.invoke(GLDrawableHelper.java:912)
        at com.jogamp.opengl.awt.GLJPanel.invoke(GLJPanel.java:1034)
        at com.ardor3d.framework.jogl.awt.JoglSwingCanvas.draw(JoglSwingCanvas.java:100)
        at com.ardor3d.framework.FrameHandler.updateFrame(FrameHandler.java:90)
        at org.concord.energy3d.scene.SceneManager.run(SceneManager.java:440)
        at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.reflect.InvocationTargetException
        at java.awt.EventQueue.invokeAndWait(EventQueue.java:1349)
        at java.awt.EventQueue.invokeAndWait(EventQueue.java:1324)
        at com.jogamp.opengl.awt.GLJPanel.display(GLJPanel.java:463)
        ... 6 more
Caused by: com.jogamp.opengl.GLException: Error making context 0x20000 current on Thread AWT-EventQueue-0, drawableWrite 0xffffffffd8010e5c, drawableRead 0xffffffffd8010e5c, werr: 0, WindowsWGLContext [Version 4.4 (Compat profile, arb, compat[ES2, ES3], FBO, hardware) - 4.4.0 - Build 20.19.15.4835 [GL 4.4.0, vendor 20.19.15 (- Build 20.19.15.4835)], options 0x4c03, this 0xe65f20, handle 0x20000, isShared false, jogamp.opengl.gl4.GL4bcImpl@1fcbe4e,
         quirks: [NoDoubleBufferedBitmap, NoSurfacelessCtx],
        Drawable: ResizeableImpl[Initialized true, realized true, texUnit 0, samples 4,
        Factory   jogamp.opengl.windows.wgl.WindowsWGLDrawableFactory@1121b87,
        Handle    0xffffffffd8010e5c,
        Caps      GLCaps[wgl vid 7 arb: rgba 8/8/8/8, opaque, accum-rgba 0/0/0/0, dp/st/ms 24/0/4, sample-ext default, dbl, mono  , hw, GLProfile[GL4bc/GL4bc.hw], offscr[fbo]],
        fboI back 0, front 0, num 1,
        FBO front read 2, FBO[name r/w 2/2, init true, bound false, size 1277x773, samples 0/8, modified false/false, depth RenderAttachment[type DEPTH, format 0x81a6, samples 0, 1277x773, name 0x4, obj 0xb694ec], stencil null, colorbuffer attachments: 1/8, with 0 textures: [ColorAttachment[type COLOR, format 0x8058, samples 0, 1277x773, name 0x3, obj 0xf63e29], null, null, null, null, null, null, null], msaa[null, hasSink false, dirty true], state OK, obj 0x1b8e35b],
        FBO back  write 1, FBO[name r/w 1/2, init true, bound false, size 1277x773, samples 4/8, modified false/false, depth RenderAttachment[type DEPTH, format 0x81a6, samples 4, 1277x773, name 0x2, obj 0xc24116], stencil null, colorbuffer attachments: 1/8, with 0 textures: [ColorAttachment[type COLOR, format 0x8058, samples 4, 1277x773, name 0x1, obj 0x12a35ec], null, null, null, null, null, null, null], msaa[ColorAttachment[type COLOR, format 0x8058, samples 0, 1277x773, name 0x3, obj 0xf63e29], hasSink true, dirty false], state OK, obj 0xd9bc56],
        Surface   GDISurface[ displayHandle 0x0
, surfaceHandle 0xffffffffd8010e5c
, size 1277x773
, UOB[ OWNS_SURFACE | OWNS_DEVICE | WINDOW_INVISIBLE ]
, WindowsWGLGraphicsConfiguration[DefaultGraphicsScreen[WindowsGraphicsDevice[type .windows, connection decon, unitID 0, handle 0x0, owner false, NullToolkitLock[obj 0x38a912]], idx 0], pfdID 7, ARB-Choosen true,
        requested GLCaps[rgba 8/8/8/1, opaque, accum-rgba 0/0/0/0, dp/st/ms 24/0/4, sample-ext default, one, mono  , hw, GLProfile[GL4bc/GL4bc.hw], on-scr[.]],
        chosen    GLCaps[wgl vid 7 arb: rgba 8/8/8/8, opaque, accum-rgba 0/0/0/0, dp/st/ms 24/0/4, sample-ext default, dbl, mono  , hw, GLProfile[GL4bc/GL4bc.hw], offscr[fbo]]]
, surfaceLock [count 1, qsz 0, owner ]
, GDIDummyUpstreamSurfaceHook[pixel 1277x773]
, upstreamSurface false ]]]
        at jogamp.opengl.windows.wgl.WindowsWGLContext.makeCurrentImpl(WindowsWGLContext.java:442)
        at jogamp.opengl.GLContextImpl.makeCurrentWithinLock(GLContextImpl.java:840)
        at jogamp.opengl.GLContextImpl.makeCurrent(GLContextImpl.java:648)
        at jogamp.opengl.GLContextImpl.makeCurrent(GLContextImpl.java:586)
        at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1279)
        at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1147)
        at com.jogamp.opengl.awt.GLJPanel$OffscreenBackend.doPaintComponent(GLJPanel.java:2095)
        at com.jogamp.opengl.awt.GLJPanel.paintComponent(GLJPanel.java:569)
        at javax.swing.JComponent.paint(JComponent.java:1056)
        at javax.swing.JComponent.paintToOffscreen(JComponent.java:5210)
        at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(RepaintManager.java:1579)
        at javax.swing.RepaintManager$PaintManager.paint(RepaintManager.java:1502)
        at javax.swing.RepaintManager.paint(RepaintManager.java:1272)
        at javax.swing.JComponent._paintImmediately(JComponent.java:5158)
        at javax.swing.JComponent.paintImmediately(JComponent.java:4969)
        at com.jogamp.opengl.awt.GLJPanel$12.run(GLJPanel.java:1535)
        at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:301)
        at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:758)
        at java.awt.EventQueue.access$500(EventQueue.java:97)
        at java.awt.EventQueue$3.run(EventQueue.java:709)
        at java.awt.EventQueue$3.run(EventQueue.java:703)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:80)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:728)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:205)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
        at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)

 
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Re: Another problem

gouessej
Administrator
No, we are already using 2 renderer quirks for this driver, we won't develop a third one to work around yet another bug. JogAmp's Ardor3D Continuation already makes several tries in case of failure when making a context current.

Moreover, we need a SSCCE to reproduce this bug.
Julien Gouesse | Personal blog | Website