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Re: Where/when is it ok to call setFullscreen()?

Posted by Sven Gothel on Aug 24, 2014; 6:58am
URL: https://forum.jogamp.org/Where-when-is-it-ok-to-call-setFullscreen-tp4032828p4032910.html

On 08/24/2014 02:35 AM, Marian Schedenig [via jogamp] wrote:

> 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.
Yeah .. a hard bug.

Surely I would love to have a test case.

~Sven



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