Posted by
Sven Gothel on
Feb 19, 2011; 4:53pm
URL: https://forum.jogamp.org/Developing-a-game-need-help-tp2486309p2534334.html
On Friday, February 18, 2011 20:20:21 Wibowit [via jogamp] wrote:
>
> Thanks. setAlphaBits partially solved the problem. It now chooses right pixel
> format
> Info: X11GLXGraphicsConfiguration[class
> javax.media.nativewindow.x11.X11GraphicsScreen[class
> javax.media.nativewindow.x11.X11GraphicsDevice[type X11, connection :0.0,
> unitID 0, handle 0x103c930], idx 0], visualID 0x29, fbConfigID 0x29,
> requested GLCapabilities[Capabilities[Onscreen: true, Red: 8, Green:
> 8, Blue: 8, Alpha: 0, Opaque: true], GL profile: GLProfile[GL4bc/GL4bc],
> 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],
> chosen GLCapabilities[Capabilities[Onscreen: true, Red: 8, Green:
> 8, Blue: 8, Alpha: 8, Opaque: true], GL profile: GLProfile[GL4bc/GL4bc],
> PBuffer: false, DoubleBuffered: true, Stereo: false, HardwareAccelerated:
> true, DepthBits: 24, 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]]
>
Please use a more recent jogl build, try jogamp-next for example,
it will dump you the X11 visual and fbconfig id in the 'chosen' part.
Read: Multisample: false, Num samples: 0 !!
So - no multisample selected !
When you use the jogamp-next, you will also see a list with all available caps,
if '-Djogl.debug=all' is enabled. Check if you even have multisample.
The newer build may have fixes in ..
BTW you bug report is invalid, read:
http://jogamp.org/wiki/index.php/Jogl_FAQ#Bugreports_.26_TestingWe prefere the git hash and repository (master here, as you mentioned).
~Sven
>
>
>
> I have another question, maybe stupid: how to implement skyboxing using
> shaders? Ie in RenderMonkey there are some boxes that are using uniform
> samplerCube. How to manage cubemaps with JOGL?
JOGL just supports the GL binding in this regards, 'stupid' answer - same as
native or any other binding :)
Sure, cubemap is supported if available.
~Sven