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Re: Java3d pushing the limits...

Posted by philjord on Nov 23, 2015; 11:30pm
URL: https://forum.jogamp.org/Java3d-pushing-the-limits-tp4035814p4035833.html

Julien,
Your comment on JGO made me want to prove it was possible to crash JOGL just by the order of calls on Java3D.

I have discovered two things:
1. That it is possible
2. The javadocs for the call that does it is ridiculously clear that it will destroy the world.

So I can't call you out on it, I can't even create an issue in bugzilla, I have accept it was my own failure to debug my code.

On the bright side; a bug that's been annoying me for a long time and made my game crash to desktop just by clicking a menu button is fixed now. woot!

In case anyone else is reading this forum post and has a Java3D crash (with some text about an old driver) and needs to know the cause (using jre 1.7+)

I was doing this on the JFrame containing my Canvas3D
 
        frame.removeNotify();
        frame.setUndecorated(true);
        frame.addNotify();

And a moments review of the javadoc, shows how wildly wrong it is to call that code.
Makes this Frame undisplayable by removing its connection to its native screen resource. Making a Frame undisplayable will cause any of its children to be made undisplayable. This method is called by the toolkit internally and should not be called directly by programs.




So thanks for making me debug my own code.

Now I'm gonna make java3d run on android...