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Re: Java3d 1.6.0-pre12 released: requires jogl 2.3.1

Posted by gouessej on Apr 27, 2015; 7:42am
URL: https://forum.jogamp.org/Java3d-1-6-0-pre12-released-requires-jogl-2-3-1-tp4034327p4034376.html

Manu wrote
gouessej wrote
It works flawlessly under Windows 8.1 without using Parallels.
If it doesn't work under Parallels, I fear it doesn't work under other old PCs too, that's the main reason why I'd like that we fix this issue before I consider using Java 3D 1.6.0 in Sweet Home 3D under Windows and Linux.
Sorry but this is a wrong assumption. I don't see the point of comparing old machines with virtualization technologies. Java3D 1.6.0 still works correctly on old computers, I can use it on a Macbook Pro 3.1 (sold in 2007) and on my old computers (sold between 2005 and 2008). It requires OpenGL 1.3 like Java3D 1.5, it has a chance to work more or less on OpenGL 1.2. I'm not the kind of guy who asks people to upgrade their computers to run a program.

Manu wrote
gouessej wrote
The crash seems to occur very early. Do you reproduce it with a very dummy example based on JOGL but not using Java3D? Please try this one.
I just tried JOGLQuad example successfully.
Feel free to make me test whatever you want.
Thank you for testing. I fear that the threading model of Java3D causes a few troubles with JOGL in a very few particular cases but Parallels itself is to blame too. However, I can have any application based on Java3D 1.5 crashed with numerous graphics cards under Windows, at least 2 renderer quirks of JOGL cover some of those cases. This isn't what I mean by "quite stable". Some end users just give up when it doesn't work, it doesn't mean that Java3D 1.5.2 is more reliable than Java3D 1.6.0. I have found no public bug tracker for Parallels :s

As Parallels isn't free of charge, maybe I should try to get the same crash with VirtualBox. I don't want to be harsh but I don't work on commercial proprietary softwares for free.
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