GLException: Error making temp context(0)

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GLException: Error making temp context(0)

blainebell
I am getting a similar but different error than the previous post, so I have decided to start a new Thread.

My JoGL2.0 application works fine on all platforms except sometimes (i.e., unpredictable, frequently, but not always) when I run my application inside NoMachine (i.e., NX) to a Linux box, with Hardware Acceleration disabled, I get this error:

Xlib:  extension "NV-GLX" missing on display ":1000.0".
Xlib:  extension "NV-GLX" missing on display ":1000.0".
Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: Error making temp context(0) current: display 0x2aaaf00055e0, context 0x4a9d2af8, drawable com.jogamp.opengl.impl.x11.glx.X11OnscreenGLXDrawable[Realized true,
        Factory   com.jogamp.opengl.impl.x11.glx.X11GLXDrawableFactory@6fe78c96,
        handle    0x2a00011,
        Window    JAWT-Window[windowHandle 0x2a00011, surfaceHandle 0x2a00011, bounds [ 0 / 0  630 x 430 ], pos 0/0, size 630x430, visible true, lockedExt false,
        config class javax.media.nativewindow.awt.AWTGraphicsConfiguration[class javax.media.nativewindow.awt.AWTGraphicsScreen[class javax.media.nativewindow.awt.AWTGraphicsDevice[type AWT[subType X11], connection :0.0, unitID 0, awtDevice X11GraphicsDevice[screen=0], handle 0x2aaaf00055e0], idx 0],
        chosen    GLCapabilities[Capabilities[Onscreen: true, Red: 8, Green: 8, Blue: 8, Alpha: 8, Opaque: true], GL profile: GLProfile[GL2/GL2], PBuffer: false, DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 16, StencilBits: 8, Red Accum: 16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16, Multisample: true, Num samples: -10584682, PBuffer-FloatingPointBuffers: false, PBuffer-RenderToTexture: false, PBuffer-RenderToTextureRectangle: false],
        requested GLCapabilities[Capabilities[Onscreen: true, Red: 8, Green: 8, Blue: 8, Alpha: 0, Opaque: true], GL profile: GLProfile[GL2/GL2], PBuffer: false, DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 16, StencilBits: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: false, Num samples: 0, PBuffer-FloatingPointBuffers: false, PBuffer-RenderToTexture: false, PBuffer-RenderToTextureRectangle: false],

and a stacktrace below:

        at com.jogamp.opengl.impl.x11.glx.X11GLXContext.createImplRaw(X11GLXContext.java:307)
        at com.jogamp.opengl.impl.x11.glx.X11GLXContext.createImpl(X11GLXContext.java:265)
        at com.jogamp.opengl.impl.GLContextImpl.makeCurrentLocking(GLContextImpl.java:405)
        at com.jogamp.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:351)
        at com.jogamp.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:340)
        at javax.media.opengl.awt.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:711)
        at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:361)
        at javax.media.opengl.awt.GLCanvas.paint(GLCanvas.java:464)
        at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248)
        at sun.awt.X11.XRepaintArea.paintComponent(XRepaintArea.java:56)
        at sun.awt.RepaintArea.paint(RepaintArea.java:224)

It seems like since this does not happen all of the time, it must be some sort of weird timing error.

I am instantiating my GLCanvas with GLCapabilities that are created like:

new GLCapabilities(GLProfile.getDefault());

My next step is to try to reproduce this with the JoGL example programs.  If any one knows what is going on, it would be much appreciated.

Thanks!

Blaine
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Re: GLException: Error making temp context(0)

blainebell
I get the same exact error when running the demo program "Gears" (but not as often).  So it seems like it could be something wrong with either JoGL or NX (or both).

Blaine
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Re: GLException: Error making temp context(0)

Sven Gothel
Administrator
In reply to this post by blainebell
On Friday, February 18, 2011 16:46:55 blainebell [via jogamp] wrote:
>
> I am getting a similar but different error than the previous post, so I have
> decided to start a new Thread.
>
> My JoGL2.0 application works fine on all platforms except sometimes (i.e.,
> unpredictable, frequently, but not always) when I run my application inside
> NoMachine (i.e., NX) to a Linux box, with Hardware Acceleration disabled, I
> get this error:
>

Hmm .. you would need to run the demo with all debug flags enabled, ie '-Djogl.debug=true'.

Since the bottom layers, NativeWindow support multiple X11 DISPLAYs
and NEWT properly implements those as well, you might like to try the NEWT remote demo.

http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/newt/TestRemoteGLWindows01NEWT.java;h=6b501e31deb1e41280f685fa44307662d986d0c2;hb=HEAD#l118

You AWT/GLCanvas usage is a bit unreliable here, since you just cannot properly
specify which X11 connection to use, or we query the wrong one -> run will debug flags enabled.

I am sorry, I have no experience with NX at all here.
All I know it is a competitive / alternative X11 networking protocol for X11.

Dunno how you specify the NX Server, ie a DISPLAY env variable which would work with AWT/GLCanvas
(I assume) and NEWT.
With NEWT you can also specify the server programatically as described above.

Pls send the whole debug log, maybe I can see something here.

Thank you

~Sven