GLException: Error making temp context(0)
Posted by blainebell on Feb 18, 2011; 3:46pm
URL: https://forum.jogamp.org/GLException-Error-making-temp-context-0-tp2527466.html
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