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I am starting to debug my code on dual monitors, but I see lots of different issues. For example, one JOGL application reports an FPS of 1000, although the screen image is not updated, and I am supposedly using vsynch (gl.setSwapInterval(1)).
Another application either fails to display or alternately fails to draw text or sets gl.glClearColor() incorrectly. I'm running GLCanvas in a Frame, and running it as a windows application - I don't need full screen and I don't need dual monitors. Obviously i need to not crash if a user has dual monitors. I've seen the issues on both Linux 64-bit and Vista 32-bit. Are there any dual monitor gotchas I should know of? As this is a utility that is not meant to run in a multitasking environment, I'm tempted to just detect multiple monitors using... GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); GraphicsDevice[] gs = ge.getScreenDevices(); ...and ask them to switch one off :-) EDIT: While testing my crude 'please switch off the second monitor!!!' code, I found that if I start the application with one monitor, and then change to two monitors, everything works correctly, on Vista-32 anyway. The apps run correctly. I can even drag the JOGL windows to the secondary monitor and they display fine. I can have multiple JOGL windows open simultaneously on both monitors. |
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Hi
Which version of JOGL do you use? Do you have the same problem with GLJPanel? Does your problem happen only when you move the frame from a monitor to another one?
Julien Gouesse | Personal blog | Website
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This post was updated on .
Hi,
Thanks! I will try with GLPanel tonight hopefully, and update this with the other information you are asking for. The problem occurs when a window opens - it is not related to moving the window between screens. Regards, Agnes EDIT: I haven't had time yet to get back to this issue, and in the short term i have just resorted to detecting dual screens and giving a warning. |
By the way, I'm running this version:
Implementation-Build = 2.0-b709-20130720 |
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On 11/30/2013 08:43 PM, Agnes [via jogamp] wrote:
> By the way, I'm running this version: > > Implementation-Build = 2.0-b709-20130720 Pls try latest RC as found on top of: <http://jogamp.org/deployment/archive/master/?C=M;O=D> 2.1.3 will be released in December. ~Sven signature.asc (911 bytes) Download Attachment |
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In reply to this post by Agnes
On 10/15/2013 10:06 PM, Agnes [via jogamp] wrote:
> I am starting to debug my code on dual monitors, but I see lots of different > issues. For example, one JOGL application reports an FPS of 1000, although the > screen image is not updated, and I am supposedly using vsynch > (gl.setSwapInterval(1)). > > Another application either fails to display or alternately fails to draw text > or sets gl.glClearColor() incorrectly. > > I'm running GLCanvas in a Frame, and running it as a windows application - I > don't need full screen and I don't need dual monitors. Obviously i need to not > crash if a user has dual monitors. I've seen the issues on both Linux 64-bit > and Vista 32-bit. > > Are there any dual monitor gotchas I should know of? Pls try w/ latest RC (as posted in my other reply) and collect information as described in <http://jogamp.org/wiki/index.php/Jogl_FAQ#Bugreports_.26_Testing> Pls add all information in a new bugreport in our bugzilla. Thank you! > > As this is a utility that is not meant to run in a multitasking environment, > I'm tempted to just detect multiple monitors using... > > GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment(); > GraphicsDevice[] gs = ge.getScreenDevices(); > > ...and ask them to switch one off :-) > signature.asc (911 bytes) Download Attachment |
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