how to run jogl+j3d successfully?

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Re: how to run jogl+j3d successfully?

gmrolf
Hi,
sorry for the delay...
what I found out - using rc10 is, that all examples based on awt, will not start their GUI - without any comment, but one swing-based [4by4] will run - also my piece of software runs now without installed j3d :), based on a swing-ui
very much thanks for those works, which make that possible!
rolf
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Re: how to run jogl+j3d successfully?

hharrison
That's great news!  The biggest outstanding problem I know of is that Java3d seems to have invented its own copy of the
capabilities querying code that now should be totally handled by JOGL2....I just haven't found the time to chase that all the way through.

If anyone does take a look:

In JOGLPipeline.java, there's an internal QueryCanvas class that creates a temp offscreen AWT canvas to query, this is also
why I think Emmanual gets errors when running his program, it's passing in the queried canvas at drawble creation time
rather than the canvas that will actually get displayed.

The reason it does this is that part of the Java3D API allows the canvases to be queried before they are realized/displayed
so it stubs out the capabilities form the QueryCanavas to use in those cases.

It's all a bit messy.
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Re: how to run jogl+j3d successfully?

gouessej
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Changing that is not completely trivial but it would be helpful as it is a bug nest.
Julien Gouesse | Personal blog | Website
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