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Re: GLJPanel on JInternalFrame

Posted by Michael Bien on Jul 18, 2010; 2:33pm
URL: https://forum.jogamp.org/GLJPanel-on-JInternalFrame-tp921862p976473.html

thank you for the test case and the good description.

I'll take a look at it after SIGGRAPH.
sure, feel free to file a bug report.

regards,
michael

On 07/18/2010 12:17 PM, Cyrille [via jogamp] wrote:
I just wanted to point out the fact that I reproduced this painting issue with a GLJPanel in a top level JFrame. This is the proof that the bug is not related to the use of JInternalFrame.

Here is a very simple application that reproduces the bug:

public final class TestApp implements GLEventListener
{
        private TestApp()
        {
        }

        public static void main(final String[] inArguments)
        {
                JFrame frame = new JFrame();
                javax.media.opengl.awt.GLJPanel canvas = new javax.media.opengl.awt.GLJPanel();
                canvas.addGLEventListener(new TestApp());
                frame.add(canvas);

                // Give frame the screen size as initial size.
                Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
                frame.setSize(screenSize);
                frame.setVisible(true);
        }

        @Override
        public void display(GLAutoDrawable arg0)
        {
                GL2 gl = arg0.getGL().getGL2();

                // Simply draw something: a green triangle on a red background.
                gl.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
                gl.glClear(GL.GL_COLOR_BUFFER_BIT);

                gl.glColor3f(0.0f, 1.0f, 0.0f);
                gl.glBegin(GL2.GL_LINES);
                gl.glVertex2d(0.0, 0.0);
                gl.glVertex2d(1.0, 0.0);
                gl.glVertex2d(1.0, 1.0);
                gl.glVertex2d(0.0, 0.0);
                gl.glEnd();

                gl.glFlush();
        }

        @Override
        public void dispose(GLAutoDrawable arg0)
        {
        }

        @Override
        public void init(GLAutoDrawable arg0)
        {
        }

        @Override
        public void reshape(GLAutoDrawable arg0, int arg1, int arg2, int arg3, int arg4)
        {
        }
}

On my computer, here is what I witness on my 1680x1050 screen:
-at startup the GLJPanel is properly painted from its left bound til the 1024th pixel. At the right of this limit, the panel is black.
-when I reduce panel's height below 400 pixels, the properly painted portion's width lowers to 512 pixels. From that point, when I increase panel's height again, the portion's becomes 1024 pixel wide again when panel's height exceeds 512 pixels.
-if I keep on reducing panel's height, the painted portion's width reduces to 256, then 128, then 64 pixels, etc...

I hope this code sample will help. I would be happy to file a bug in Bugzilla or to perform other investigation if you feel like it could be useful.

Thanks again for your help.
Cyrille


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