Re: Where/when is it ok to call setFullscreen()?
Posted by Marian Schedenig on Aug 24, 2014; 12:35am
URL: https://forum.jogamp.org/Where-when-is-it-ok-to-call-setFullscreen-tp4032828p4032906.html
Unfortunately, it turns out that the standard Animator did not help after all.
Both Animator and FPSAnimator sometimes work, occasionally even two or three times in a row, but usually crash (with the same exception). I must have had an unusually long success streak right after switching to Animator, because it seemed to consistently work when I posted my previous message, but now the behaviour and success rate of both implementations is identical.
I wrote a simple test application that just displays a GLWindow and toggles fullscreen mode via a key event - and it works flawlessly. With both animators.
I've been trying to add bits and pieces from my faulty application to the test project. So far I've added my shaders, GL program switches, a clear command for every frame, and actually calling the fullscreen toggle from within the display event - and it still works perfectly.
So the good news is that it appears to work just fine with both animators under "normal" circumstances. The bad news is that so far I've been unable to figure out what exactly I'm doing wrong that causes the error.
I've been running my application with the -Djogl.debug.DebugGL flag, and the only warnings I get are shader recompilation performance warnings that seem to an Nvidia driver thing.