I have a GLJPanel with swing components (JInternalPane renders beautifully on top). On render, the parent container/gl event listener (JDesktopPane) calls the game's render, which calls the level's render. Inside the level's render, I have about 24,000 float vertices waiting to be drawn. Cutting the for loop short by a few thousand vertices seems to not crash, but rendering all of them does. Other than that, everything seems to work.
SO.. when I go over, I get spammed with this crap (again, Swing DispatchThread woes -.-): java.lang.reflect.InvocationTargetException at java.awt.EventQueue.invokeAndWait(EventQueue.java:1086) at java.awt.EventQueue.invokeAndWait(EventQueue.java:1063) at javax.swing.SwingUtilities.invokeAndWait(SwingUtilities.java:1326) at com.jogamp.opengl.util.AWTAnimatorImpl.display(AWTAnimatorImpl.java:98) at com.jogamp.opengl.util.AnimatorBase.display(AnimatorBase.java:452) at com.jogamp.opengl.util.FPSAnimator$MainTask.run(FPSAnimator.java:178) at java.util.TimerThread.mainLoop(Timer.java:512) at java.util.TimerThread.run(Timer.java:462) Caused by: com.jogamp.opengl.GLException: Error making context 0x20001 current on Thread AWT-EventQueue-0, drawableWrite 0xffffffff8c010bb9, drawableRead 0xffffffff8c010bb9, werr: -1073282985, WindowsWGLContext [Version 2.1 (Compat profile, compat[], FBO, hardware) - 2.1.1 [GL 2.1.0, vendor 0.0.0 (n/a)], options 0x4002, this 0x78482bad, handle 0x20001, isShared false, jogamp.opengl.gl4.GL4bcImpl@3821b42f, quirks: [NoDoubleBufferedBitmap, NoSurfacelessCtx], Drawable: ResizeableImpl[Initialized true, realized true, texUnit 0, samples 0, Factory jogamp.opengl.windows.wgl.WindowsWGLDrawableFactory@2cbc9673, Handle 0xffffffff8c010bb9, Caps GLCaps[wgl vid 7 arb: rgba 8/8/8/0, opaque, accum-rgba 0/0/0/0, dp/st/ms 16/0/0, one, mono , hw, GLProfile[GL2/GL2.hw], offscr[fbo]], fboI back 0, front 0, num 1, FBO front read 1, FBO[name r/w 1/1, init true, bound false, size 1440x900, samples 0/16, modified false/false, depth RenderAttachment[type DEPTH, format 0x81a5, samples 0, 1440x900, name 0x1, obj 0x51a422f6], stencil null, colorbuffer attachments: 1/8, with 1 textures: [TextureAttachment[type COLOR_TEXTURE, target GL_TEXTURE_2D, level 0, format 0x8051, 1440x900, border 0, dataFormat 0x1907, dataType 0x1401; min/mag 0x2600/0x2600, wrap S/T 0x812f/0x812f; name 0x1, obj 0x11396ef7], null, null, null, null, null, null, null], msaa[null, hasSink false, dirty true], state OK, obj 0x6ef36e59], FBO back write 1, FBO[name r/w 1/1, init true, bound false, size 1440x900, samples 0/16, modified false/false, depth RenderAttachment[type DEPTH, format 0x81a5, samples 0, 1440x900, name 0x1, obj 0x51a422f6], stencil null, colorbuffer attachments: 1/8, with 1 textures: [TextureAttachment[type COLOR_TEXTURE, target GL_TEXTURE_2D, level 0, format 0x8051, 1440x900, border 0, dataFormat 0x1907, dataType 0x1401; min/mag 0x2600/0x2600, wrap S/T 0x812f/0x812f; name 0x1, obj 0x11396ef7], null, null, null, null, null, null, null], msaa[null, hasSink false, dirty true], state OK, obj 0x6ef36e59], Surface GDISurface[ displayHandle 0x0 , surfaceHandle 0xffffffff8c010bb9 , size 1440x900 , UOB[ OWNS_SURFACE | OWNS_DEVICE | WINDOW_INVISIBLE ] , WindowsWGLGraphicsConfiguration[DefaultGraphicsScreen[WindowsGraphicsDevice[type .windows, connection decon, unitID 0, handle 0x0, owner false, NullToolkitLock[obj 0x2fd1cdf7]], idx 0], pfdID 7, ARB-Choosen true, requested GLCaps[rgba 8/8/8/0, opaque, accum-rgba 0/0/0/0, dp/st/ms 16/0/0, one, mono , hw, GLProfile[GL2/GL2.hw], on-scr[.]], chosen GLCaps[wgl vid 7 arb: rgba 8/8/8/0, opaque, accum-rgba 0/0/0/0, dp/st/ms 16/0/0, one, mono , hw, GLProfile[GL2/GL2.hw], offscr[fbo]]] , surfaceLock <77292ba7, 2ff11e0f>[count 1, qsz 0, owner <AWT-EventQueue-0>] , GDIDummyUpstreamSurfaceHook[pixel 1440x900] , 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:1037) at javax.swing.JComponent.paintChildren(JComponent.java:870) at javax.swing.JComponent.paint(JComponent.java:1046) at javax.swing.JLayeredPane.paint(JLayeredPane.java:567) at javax.swing.JComponent.paintToOffscreen(JComponent.java:5132) at javax.swing.BufferStrategyPaintManager.paint(BufferStrategyPaintManager.java:278) at javax.swing.RepaintManager.paint(RepaintManager.java:1257) at javax.swing.JComponent._paintImmediately(JComponent.java:5080) at javax.swing.JComponent.paintImmediately(JComponent.java:4890) at javax.swing.RepaintManager$3.run(RepaintManager.java:814) at javax.swing.RepaintManager$3.run(RepaintManager.java:802) at java.security.AccessController.doPrivileged(Native Method) at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:87) at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:802) at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:745) at com.jogamp.opengl.util.AWTAnimatorImpl$1.run(AWTAnimatorImpl.java:170) at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:199) at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:672) at java.awt.EventQueue.access$400(EventQueue.java:81) at java.awt.EventQueue$2.run(EventQueue.java:633) Here's the code: This doesn't work: gl2.glBegin(GL2.GL_TRIANGLES); for (int i = 0; i < terrainTris.length-6; i+=6) { gl2.glVertex3f(terrainTris[i].x, terrainTris[i].y, terrainTris[i].z); gl2.glVertex3f(terrainTris[i+1].x, terrainTris[i+1].y, terrainTris[i+1].z); gl2.glVertex3f(terrainTris[i+2].x, terrainTris[i+2].y, terrainTris[i+2].z); gl2.glVertex3f(terrainTris[i+3].x, terrainTris[i+3].y, terrainTris[i+3].z); gl2.glVertex3f(terrainTris[i+4].x, terrainTris[i+4].y, terrainTris[i+4].z); gl2.glVertex3f(terrainTris[i+5].x, terrainTris[i+5].y, terrainTris[i+5].z); } gl2.glEnd(); This doesn't work: for (int i = 0; i < terrainTris.length-200; i+=6) { This, however, DOES work: for (int i = 0; i < terrainTris.length-2000; i+=6) { What gives? I tried calling the GLJPanel's paint, repaint and display; in many ways: separate thread, separate thread with sleep, same thread with FPSAnimator, different thread with FPSAnimator, etc, etc. Am I running out of memory? If so, how can I avoid this? Would VBOs help in any way? |
Unless explicitely needed, you should avoid deprecated OpenGL, loremipsum
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Administrator
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In reply to this post by loremipsum
On 12/15/2015 12:47 AM, loremipsum [via jogamp] wrote:
> I have a GLJPanel with swing components (JInternalPane renders beautifully on > top). On render, the parent container/gl event listener (JDesktopPane) calls > the game's render, which calls the level's render. Inside the level's render, > I have about 24,000 float vertices waiting to be drawn. Cutting the for loop > short by a few thousand vertices seems to not crash, but rendering all of them > does. Other than that, everything seems to work. > > SO.. when I go over, I get spammed with this crap (again, Swing DispatchThread > woes -.-): It might not be releated to the EDT at all but to available GPU memory? We would expect a failure while creating the vertices buffers, but since you utilize the fixed function pipeline (FFP) these might get aggregated 'on the fly'. Try using VBOs and glDraw* commands (as elect recommended) as see how the memory allocation goes .. ~Sven > > Caused by: com.jogamp.opengl.GLException: Error making context 0x20001 current > on Thread AWT-EventQueue-0, drawableWrite 0xffffffff8c010bb9, drawableRead > 0xffffffff8c010bb9, werr: -1073282985, WindowsWGLContext [Version 2.1 (Compat > profile, compat[], FBO, hardware) - 2.1.1 [GL 2.1.0, vendor 0.0.0 (n/a)], > options 0x4002, this 0x78482bad, handle 0x20001, isShared false, > jogamp.opengl.gl4.GL4bcImpl@3821b42f, > quirks: [NoDoubleBufferedBitmap, NoSurfacelessCtx], > Drawable: ResizeableImpl[Initialized true, realized true, texUnit 0, > samples 0, > Factory jogamp.opengl.windows.wgl.WindowsWGLDrawableFactory@2cbc9673, > Handle 0xffffffff8c010bb9, > Caps GLCaps[wgl vid 7 arb: rgba 8/8/8/0, opaque, accum-rgba > 0/0/0/0, dp/st/ms 16/0/0, one, mono , hw, GLProfile[GL2/GL2.hw], offscr[fbo]], > fboI back 0, front 0, num 1, > FBO front read 1, FBO[name r/w 1/1, init true, bound false, size > 1440x900, samples 0/16, modified false/false, depth RenderAttachment[type > DEPTH, format 0x81a5, samples 0, 1440x900, name 0x1, obj 0x51a422f6], stencil > null, colorbuffer attachments: 1/8, with 1 textures: [TextureAttachment[type > COLOR_TEXTURE, target GL_TEXTURE_2D, level 0, format 0x8051, 1440x900, border > 0, dataFormat 0x1907, dataType 0x1401; min/mag 0x2600/0x2600, wrap S/T > 0x812f/0x812f; name 0x1, obj 0x11396ef7], null, null, null, null, null, null, > null], msaa[null, hasSink false, dirty true], state OK, obj 0x6ef36e59], > FBO back write 1, FBO[name r/w 1/1, init true, bound false, size > 1440x900, samples 0/16, modified false/false, depth RenderAttachment[type > DEPTH, format 0x81a5, samples 0, 1440x900, name 0x1, obj 0x51a422f6], stencil > null, colorbuffer attachments: 1/8, with 1 textures: [TextureAttachment[type > COLOR_TEXTURE, target GL_TEXTURE_2D, level 0, format 0x8051, 1440x900, border > 0, dataFormat 0x1907, dataType 0x1401; min/mag 0x2600/0x2600, wrap S/T > 0x812f/0x812f; name 0x1, obj 0x11396ef7], null, null, null, null, null, null, > null], msaa[null, hasSink false, dirty true], state OK, obj 0x6ef36e59], > Surface GDISurface[ displayHandle 0x0 > , surfaceHandle 0xffffffff8c010bb9 > , size 1440x900 signature.asc (828 bytes) Download Attachment |
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In reply to this post by loremipsum
Hi
You can use com.jogamp.opengl.util.ImmModeSink in order to minimize the changes in your code and still benefit of retained mode instead of using immediate mode. By the way, immediate mode shouldn't be used even for compatibility reasons (it's badly supported in numerous drivers like the display lists, you might get a large performance penalty when using them with shaders or during the picking). The vertex buffer objects are in the core of OpenGL since its version 1.4 and the vertex arrays are in its core with its version 1.2. I draw about ten times more triangles in my game and it works flawlessly even in immediate mode. Please give us a SSCCE if you want to get some help.
Julien Gouesse | Personal blog | Website
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In reply to this post by loremipsum
Well, I got it to work by switching to GL_QUADS. Maybe I had an array improperly initialized... don't know.
However, now I have a next issue: I can only load textures with AWTTextureIO using a buffered image. TextureIO using a file crashes. Maybe it's meant to be that way. Who knows. GLJPanel issues. BUT, when I draw, for example, green to the texure, the resulting color is always white. I tried making only a quarter of the texture green, and the rest black. I get a quarter white and the rest black. COLORS AREN'T WORKING!! I already have GL_TEXTURE_2D enabled, obviously. And color material. The texCoord2f's are correct, cause the image is actually drawing as expected. Just no color... |
Oh yeah, and I did try to explicitly set the image data type as well. If I'm not mistaken, BufferedImage.TYPE_INT_RGB should go hand and hand with GL2.GL_RGB. Regardless, the result doesn't budge.
More FTRs: Tried setting GLCapabilities, lighting is always disabled. Grading either color channel has no effect on the seemingly impervious white. It's either black (if the color is exactly 0,0,0) or white (if the color is anything other than black). |
Actually, AWTTextureIO also gives me a crash. The key is when I load from a file (or if I provide the FileInputStream myself).
The crash is a juicy one, too: # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000000695195f9, pid=3368, tid=4224 # # JRE version: 6.0_45-b06 # Java VM: Java HotSpot(TM) 64-Bit Server VM (20.45-b01 mixed mode windows-amd64 compressed oops) # Problematic frame: # C [nvoglv64.dll+0x195f9] # # If you would like to submit a bug report, please visit: # http://java.sun.com/webapps/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --------------- T H R E A D --------------- Current thread (0x0000000000aec000): JavaThread "main" [_thread_in_native, id=4224, stack(0x0000000002460000,0x0000000002560000)] siginfo: ExceptionCode=0xc0000005, reading address 0x00000000000008c0 Registers: RAX=0x0000000000000000, RBX=0x0000000000aec1d0, RCX=0x0000000000000001, RDX=0x00000000f6ac0108 RSP=0x000000000255f208, RBP=0x0000000000000001, RSI=0x000000000255f348, RDI=0x0000000000000000 R8 =0x00000000f6ac00f8, R9 =0x0000000000000001, R10=0x0000000000000000, R11=0x000000000000000c R12=0x00000000695195f0, R13=0x0000000000000000, R14=0x00000000f6ac0108, R15=0x0000000000aec000 RIP=0x00000000695195f9, EFLAGS=0x0000000000010202 Top of Stack: (sp=0x000000000255f208) 0x000000000255f208: 0000000064517348 0000000000aec1d0 0x000000000255f218: 0000000000000001 000000000255f348 0x000000000255f228: 0000000000000000 00000000dbcb4f58 0x000000000255f238: 00000000dc321a28 0000000000000002 0x000000000255f248: 000000000255f308 0000000000000000 0x000000000255f258: 00000000dbcb4f58 000000000255f358 0x000000000255f268: 00000000029e79df 0000000000aecf30 0x000000000255f278: 0000000000aed278 0000000000aecef0 0x000000000255f288: 000000006daedcd3 0000000000000000 0x000000000255f298: 0000000000000000 00000000695195f0 0x000000000255f2a8: 00000000dc2e7918 0000000000aecef0 0x000000000255f2b8: 00000000dc2edec0 0000000000000003 0x000000000255f2c8: 000000000255f2c8 0000000000000000 0x000000000255f2d8: 000000000255f358 00000000dbe07918 0x000000000255f2e8: 0000000000000000 00000000dbcb4f58 0x000000000255f2f8: 0000000000000000 000000000255f328 Instructions: (pc=0x00000000695195f9) 0x00000000695195d9: cc cc cc cc cc cc cc 01 00 66 a3 ef be ef be 00 0x00000000695195e9: 00 00 00 c3 cc cc cc 65 48 8b 04 25 88 15 00 00 0x00000000695195f9: ff a0 c0 08 00 00 cc cc cc cc cc cc cc cc cc cc 0x0000000069519609: cc cc cc cc cc cc cc cc cc cc cc cc cc cc cc cc Register to memory mapping: RAX=0x0000000000000000 is an unknown value RBX=0x0000000000aec1d0 is an unknown value RCX=0x0000000000000001 is an unknown value RDX=0x00000000f6ac0108 is an unknown value RSP=0x000000000255f208 is pointing into the stack for thread: 0x0000000000aec000 RBP=0x0000000000000001 is an unknown value RSI=0x000000000255f348 is pointing into the stack for thread: 0x0000000000aec000 RDI=0x0000000000000000 is an unknown value R8 =0x00000000f6ac00f8 is an oop [I - klass: {type array int} - length: 1 R9 =0x0000000000000001 is an unknown value R10=0x0000000000000000 is an unknown value R11=0x000000000000000c is an unknown value R12=0x00000000695195f0 is an unknown value R13=0x0000000000000000 is an unknown value R14=0x00000000f6ac0108 is an unknown value R15=0x0000000000aec000 is a thread Stack: [0x0000000002460000,0x0000000002560000], sp=0x000000000255f208, free space=1020k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C [nvoglv64.dll+0x195f9] DllMain+0x17759 Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j jogamp.opengl.gl4.GL4bcImpl.dispatch_glGenTextures1(ILjava/lang/Object;IZJ)V+0 j jogamp.opengl.gl4.GL4bcImpl.glGenTextures(I[II)V+107 j com.jogamp.opengl.util.texture.Texture.validateTexID(Lcom/jogamp/opengl/GL;Z)Z+21 j com.jogamp.opengl.util.texture.Texture.updateImage(Lcom/jogamp/opengl/GL;Lcom/jogamp/opengl/util/texture/TextureData;I)V+3 j com.jogamp.opengl.util.texture.Texture.updateImage(Lcom/jogamp/opengl/GL;Lcom/jogamp/opengl/util/texture/TextureData;)V+4 j com.jogamp.opengl.util.texture.Texture.<init>(Lcom/jogamp/opengl/GL;Lcom/jogamp/opengl/util/texture/TextureData;)V+22 j com.jogamp.opengl.util.texture.TextureIO.newTexture(Lcom/jogamp/opengl/GL;Lcom/jogamp/opengl/util/texture/TextureData;)Lcom/jogamp/opengl/util/texture/Texture;+20 j com.signisoft.games.mmo.client.resources.textures.TextureResource.loadData(Ljava/io/File;)Lcom/jogamp/opengl/util/texture/Texture;+28 j com.signisoft.games.mmo.client.resources.textures.TextureResource.loadData(Ljava/io/File;)Ljava/lang/Object;+2 j com.signisoft.games.mmo.client.resources.Resource.initialize()V+20 j com.signisoft.games.mmo.client.resources.textures.TextureManager.loadResource(Ljava/lang/String;)Lcom/signisoft/games/mmo/client/resources/textures/TextureResource;+15 j com.signisoft.games.mmo.client.resources.textures.TextureManager.loadResource(Ljava/lang/String;)Lcom/signisoft/games/mmo/client/resources/Resource;+2 j com.signisoft.games.mmo.client.resources.ResourceManager.getResource(Ljava/lang/String;)Lcom/signisoft/games/mmo/client/resources/Resource;+18 j com.signisoft.games.mmo.client.map.ClientMap.loadTextures()V+10 j com.signisoft.games.mmo.client.map.ClientMap.initialize()V+17 j com.signisoft.games.mmo.client.Game.initialize()V+24 j com.signisoft.games.mmo.client.GameScreen.start()V+4 j com.signisoft.games.mmo.client.Game.main([Ljava/lang/String;)V+40 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( => current thread ) 0x0000000007758000 JavaThread "D3D Screen Updater" daemon [_thread_blocked, id=3784, stack(0x000000000d620000,0x000000000d720000)] 0x00000000072b3000 JavaThread "AWT-EventQueue-0" [_thread_blocked, id=7492, stack(0x000000000b1f0000,0x000000000b2f0000)] 0x000000000718e000 JavaThread "AWT-Shutdown" [_thread_blocked, id=3028, stack(0x0000000008280000,0x0000000008380000)] 0x0000000007394800 JavaThread "main-SharedResourceRunner" daemon [_thread_blocked, id=2960, stack(0x000000000b4f0000,0x000000000b5f0000)] 0x00000000072b4000 JavaThread "AWT-Windows" daemon [_thread_in_native, id=5648, stack(0x0000000008380000,0x0000000008480000)] 0x00000000072b2800 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=6784, stack(0x0000000007cc0000,0x0000000007dc0000)] 0x000000000631c000 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=4300, stack(0x0000000006ec0000,0x0000000006fc0000)] 0x0000000006312000 JavaThread "C2 CompilerThread1" daemon [_thread_in_native, id=4736, stack(0x0000000006dc0000,0x0000000006ec0000)] 0x000000000630c000 JavaThread "C2 CompilerThread0" daemon [_thread_blocked, id=5280, stack(0x0000000006cc0000,0x0000000006dc0000)] 0x00000000062fe000 JavaThread "JDWP Command Reader" daemon [_thread_in_native, id=6652, stack(0x0000000006ae0000,0x0000000006be0000)] 0x00000000062fa800 JavaThread "JDWP Event Helper Thread" daemon [_thread_blocked, id=4336, stack(0x00000000068e0000,0x00000000069e0000)] 0x00000000062f4800 JavaThread "JDWP Transport Listener: dt_socket" daemon [_thread_blocked, id=4528, stack(0x00000000066b0000,0x00000000067b0000)] 0x0000000000246000 JavaThread "Attach Listener" daemon [_thread_blocked, id=3364, stack(0x00000000065b0000,0x00000000066b0000)] 0x0000000000245000 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=6384, stack(0x00000000064b0000,0x00000000065b0000)] 0x000000000022d800 JavaThread "Finalizer" daemon [_thread_blocked, id=5852, stack(0x00000000061b0000,0x00000000062b0000)] 0x0000000000229800 JavaThread "Reference Handler" daemon [_thread_blocked, id=528, stack(0x00000000060b0000,0x00000000061b0000)] =>0x0000000000aec000 JavaThread "main" [_thread_in_native, id=4224, stack(0x0000000002460000,0x0000000002560000)] Other Threads: 0x0000000000223000 VMThread [stack: 0x0000000005fb0000,0x00000000060b0000] [id=4532] 0x0000000006328000 WatcherThread [stack: 0x0000000006fc0000,0x00000000070c0000] [id=4968] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap PSYoungGen total 35456K, used 22203K [0x00000000f5560000, 0x00000000f7ae0000, 0x0000000100000000) eden space 32704K, 67% used [0x00000000f5560000,0x00000000f6b06f50,0x00000000f7550000) from space 2752K, 1% used [0x00000000f7810000,0x00000000f7818000,0x00000000f7ac0000) to space 2816K, 0% used [0x00000000f7550000,0x00000000f7550000,0x00000000f7810000) PSOldGen total 21888K, used 2410K [0x00000000e0000000, 0x00000000e1560000, 0x00000000f5560000) object space 21888K, 11% used [0x00000000e0000000,0x00000000e025a8f8,0x00000000e1560000) PSPermGen total 22400K, used 22304K [0x00000000dae00000, 0x00000000dc3e0000, 0x00000000e0000000) object space 22400K, 99% used [0x00000000dae00000,0x00000000dc3c8268,0x00000000dc3e0000) Code Cache [0x00000000029d0000, 0x0000000002c40000, 0x00000000059d0000) total_blobs=961 nmethods=161 adapters=761 free_code_cache=49199232 largest_free_block=15744 Dynamic libraries: 0x0000000000400000 - 0x000000000042f000 C:\Program Files\Java\jdk1.6.0_45\bin\javaw.exe 0x0000000077560000 - 0x00000000776e6000 C:\Windows\system32\ntdll.dll 0x0000000077430000 - 0x000000007755d000 C:\Windows\system32\kernel32.dll 0x000007fefeee0000 - 0x000007fefefe8000 C:\Windows\system32\ADVAPI32.dll 0x000007fefebc0000 - 0x000007fefed03000 C:\Windows\system32\RPCRT4.dll 0x0000000077360000 - 0x000000007742d000 C:\Windows\system32\USER32.dll 0x000007fefed10000 - 0x000007fefed74000 C:\Windows\system32\GDI32.dll 0x000007feff7f0000 - 0x000007feff81d000 C:\Windows\system32\IMM32.DLL 0x000007feff6e0000 - 0x000007feff7e2000 C:\Windows\system32\MSCTF.dll 0x000007fefeda0000 - 0x000007fefee3c000 C:\Windows\system32\msvcrt.dll 0x000007fefdcc0000 - 0x000007fefdccd000 C:\Windows\system32\LPK.DLL 0x000007fefee40000 - 0x000007fefeeda000 C:\Windows\system32\USP10.dll 0x000000006d8e0000 - 0x000000006e09c000 C:\Program Files\Java\jdk1.6.0_45\jre\bin\server\jvm.dll 0x000007fefc100000 - 0x000007fefc139000 C:\Windows\system32\WINMM.dll 0x000007feff070000 - 0x000007feff248000 C:\Windows\system32\ole32.dll 0x000007feff2e0000 - 0x000007feff3b3000 C:\Windows\system32\OLEAUT32.dll 0x000007fefbe80000 - 0x000007fefbecf000 C:\Windows\system32\OLEACC.dll 0x000000006d850000 - 0x000000006d85e000 C:\Program Files\Java\jdk1.6.0_45\jre\bin\verify.dll 0x000000006d460000 - 0x000000006d487000 C:\Program Files\Java\jdk1.6.0_45\jre\bin\java.dll 0x000000006d4d0000 - 0x000000006d504000 C:\Program Files\Java\jdk1.6.0_45\jre\bin\jdwp.dll 0x000000006d6f0000 - 0x000000006d6f8000 C:\Program Files\Java\jdk1.6.0_45\jre\bin\npt.dll 0x000000006d8a0000 - 0x000000006d8b2000 C:\Program Files\Java\jdk1.6.0_45\jre\bin\zip.dll 0x000000006d310000 - 0x000000006d319000 C:\Program Files\Java\jdk1.6.0_45\jre\bin\dt_socket.dll 0x000007fefdcd0000 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Dec 17 04:34:54 2015 elapsed time: 9 seconds |
Administrator
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Please give us a SSCCE if you want to get some help. You seem to call com.jogamp.opengl.util.texture.TextureIO.newTexture() with no current OpenGL context or from the wrong thread. You can create the texture data anywhere but the texture creation requires a current OpenGL context.
Instead of blaming JOGL, show us your own code which is probably responsible for your problems. Finally, I switched from quads to triangles several years ago without any trouble.
Julien Gouesse | Personal blog | Website
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Thank you, that solved it. The GL context existed and I even ensured that it was the same one being used by passing GL gl into the texture manager. It was due to calling from a different thread. Without BufferedImage, using the loader from file, the texture renders fine with all colors 0.0
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Administrator
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You're welcome.
You shouldn't pass GL instances, this is a bad practice, it might lead you to use an invalidated instance. I advise you to look at the renderers of the most famous 3D engines (JMonkeyEngine, LibGDX, JogAmp's Ardor3D Continuation, ...), I call GLContext.getCurrentGL() instead of passing GL instances. If you called getCurrentGL() on the wrong thread or at the wrong time, it would throw an exception with an understandable error message instead of causing a crash.
Julien Gouesse | Personal blog | Website
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Administrator
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On 12/17/2015 12:50 PM, gouessej [via jogamp] wrote:
> You shouldn't pass GL instances, this is a bad practice, it might lead you to > use an invalidated instance. I advise you to look at the renderers of the most > famous 3D engines (JMonkeyEngine, LibGDX, JogAmp's Ardor3D Continuation, ...), Well, I advise to pass the GL instance, but treat it only transient, i.e. do not store/cache it (no persistance) - or you really have to know what you are doing (lifecycle, threading, ..). From my viewpoint, it is best practice to pass the GL instance as it is done in most of our framework - and keep it transient. > I call GLContext.getCurrentGL() instead of passing GL instances. If you called > getCurrentGL() on the wrong thread or at the wrong time, it would throw an > exception with an understandable error message instead of causing a crash. getCurrentGL() works ofc, assuming operating from the right thread, which you control. It uses TLS storage and hence has a [very] little performance footprint. Dunno which footprint is bigger, i.e. passing the GL instance or accessing the TLS for the current GL instance. In the end .. well, it might be just very academic discussion :) ~Sven signature.asc (828 bytes) Download Attachment |
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