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From: Tobias L. G. <tg...@ul...> - 2003-03-27 18:15:44
|
Florent, M'excuse, mais ma frances c'est plus mal que ton anglais . . . donc . . . I will be responding in english. I think that what you may need to do to get rid of your problem is to make certain that you are calling cvsDispose() on the GLCanvas you are trying to get rid of PRIOR to the canvas being removed from the window, or its containing component. After this, you will not have the "gljDestroy failed . . ." message anymore, but I think your app will still slow down after a while. I am still working on finding this problem. Peace, Love and Hair Grease, -TOBY Florent Geffroy wrote: >I have exactly the same problem ! When trying to >destroy a Canvas, it tells me something like >"gljDestroy failed"... >Actually, glj designate the GLContext, but I founded >that it is properly closed, so I can't explain why >this error occurs... > >Florent GEFFROY > > --- "Tobias L. George" <tg...@ul...> a >écrit : > Hello all, > > >>I am wondering whether or not anyone else is having >>trouble >>destroying and creating GLCanvases in a single >>window. I >>have tried with both the binary release from >>Jausoft, and the >>CVS release that was on sourceforge as of March 22, >>2003. >> >>I think that something is not being properly >>disposed of when >>a GLCanvas is destroyed. I am able to create and >>destroy >>a few GLCanvases but after a while the GLCanvases >>that are >>created slow to a crawl when drawing. >> >>Try as I might, I have only been able >>to find a single bug in GL4Java. It is in the >>GLCanvas code, >>during the first paint, the canvas adds itself to >>the top level >>window as a listener. The problem is, that it never >>removed >>itself as a listener and so it would never get >>finalized. This >>is not even a bug if you look at it from the point >>of view of >>always needing to destroy the top-level window in >>order to >>destroy a GLCanvas, although in practice you end up >>having >>to exit the program. Be that as it may, I am at a >>loss for the >>moment as to why this slow down is happening when I >>create >>and destroy more than a few GLCanvases. I am >>looking >>through the GL4Java code again now, and I will find >>out why >>sooner or later by the grace of VisualC, but if >>someone has a >>clue, could you help a brotha out ? ? ? >> >> >> Peace, Love, and Hair Grease, >> >> -TOBY >> >> >> >> >> >> >------------------------------------------------------- > > >>This SF.net email is sponsored by: >>The Definitive IT and Networking Event. Be There! >>NetWorld+Interop Las Vegas 2003 -- Register today! >> >> >> >http://ads.sourceforge.net/cgi-bin/redirect.pl?keyn0001en > > >>_______________________________________________ >>gl4java-usergroup mailing list >>gl4...@li... >> >> >> >https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > >___________________________________________________________ >Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en français ! >Yahoo! Mail : http://fr.mail.yahoo.com > > > > |
From: Pepijn V. E. <pep...@lu...> - 2003-03-27 09:34:09
|
> (4) Back to the textures being too dark. I am currently using MODULATE, and > the underlying color is pure white (again, 2D, no lighting, no normals). The > texture is still too dark. The same texture looks good in our Java3D display, > because we are using a Java3D mechanism related to combining fragments and > anisotropic filtering. In the GL4Java side, I decided to give the BLEND > texture mode a try. When I use that, I only get the pure blend color (no > texture). I enabled blending and I used glBlendFunc() to play with the > blending methods. (I would supply some sample code here, but I already > deleted that failed attempt.) > What happens when you use REPLACE? And if you disable the texture, is the polygon pure white? Pepijn > Thanks again for any advice. > -Mark > > |
From: Kenneth B. R. <kbr...@al...> - 2003-03-27 09:03:17
|
> Should have included the following in my last posting... (again, I thank you > for any help you can provide) > > When Java3D queries the max-supported-texture-size on the Wildcat III 6110 > machine (from within our application), it gets an answer of 2048. When > GL4Java queries this value with glGetIntegerv(GL_MAX_TEXTURE_SIZE, ...) from > within our same application on the same machine, it gets an answer of 1024. > > What is up with that? Could the GLCapabilities be used to increase the max > supported texture size when the GLContext (state machine) is being created? > Is GL4Java hardcoding this ceiling of 1024? There's nothing in GL4Java imposing this limit; the only thing I can think of is some difference in the capabilities of your GL context (color depth, depth buffer depth, etc.) -Ken |
From: Mark M. <pat...@lm...> - 2003-03-27 03:04:01
|
Here is a summary of my progress and remaining issues. Any feedback is greatly appreciated. (1) I verified that square textures are not a requirement on my hardware = or drivers. (2) I used glGetIntegerv( GL_MAX_TEXTURE_SIZE, valueArray) to query the m= ax supported texture size on two of our machines: -PC with Wildcat III 6110 is reporting a max size of 1024 (which expla= ins why my 2048x1024 texture generates an error upon load) -PC with GeForce 2 Ultra is reporting a max size of 2048 (my large tex= ture actually works on this machine) [These results are VERY surprising since the Wildcat card is much more expensive than the GeForce 2] (3) I am considering breaking textures into smaller pieces if they are la= rger then the max supported size. However, breaking a texture (within memory) = in the horizontal direction is slightly complicated (since the 1-dimensional array is row-major). Then I have to recompute (my already pre-computed) texture coordinates to work with multiple textures. Finally, I am using LINEAR mag-filters. I assume that I have to do something tricky to get th= e texel-average to look good at texture boundaries (such as overlapping 1 o= r 2 texels on each edge from the next texture...then play with the texture cr= ds again to line it up correctly). I am NOT looking forward to doing all tha= t. Am I making this more complicated than it needs to be? Is there a simplie= r way to break and render textures? (4) Back to the textures being too dark. I am currently using MODULATE, a= nd the underlying color is pure white (again, 2D, no lighting, no normals). = The texture is still too dark. The same texture looks good in our Java3D disp= lay, because we are using a Java3D mechanism related to combining fragments an= d anisotropic filtering. In the GL4Java side, I decided to give the BLEND texture mode a try. When I use that, I only get the pure blend color (no texture). I enabled blending and I used glBlendFunc() to play with the blending methods. (I would supply some sample code here, but I already deleted that failed attempt.) Thanks again for any advice. -Mark Pepijn Van Eeckhoudt wrote: > OpenGL does not require square textures. If in practice it is necessary > to use square textures, it's a driver/hardware limitation. > The problem is probably that your hardware can't handle textures that > are that big. A lot of consumer level cards can only handle textures up > to 1024x1024. You can query this maximum value using glGetIntegerv( > GL_MAX_TEXTURE_SIZE ). > > Pepijn Van Eeckhoudt > > On zondag, maa 23, 2003, at 11:38 Europe/Brussels, Florent Geffroy > wrote: > > > I think the error occurs because your 2048*1024 > > texture is not a square. I think OpenGL can only > > handle square textures ! > > You'll need to add black rectangles on both parts of > > your image, in order to have a 2048*2048 one, and then > > play with the texture coordinates of your polygon... > > > > Hope this helps... > > > > --- Mark Montana <pat...@lm...> a > > =E9crit : > All, > >> > >> Follow up texture-mapping questions... > >> > >> First, I fixed my original problem that was causing > >> textures in my application to > >> be all white. I had a special initialization method > >> to set all the texture mapping > >> parameters. I forgot to surround those GL calls > >> with: > >> glc.getGLContext().gljMakeCurrent(); AND > >> glc.getGLContext().gljFree(); > >> A rather newbie-sounding mistake, but it's been a > >> while since I wrote rendering > >> code in GL4Java. I hate that you have to perform > >> those steps in the non-draw > >> methods, but I realize it is a necessary evil > >> (Magician had the same thing). > >> > >> On to my 2 new questions (somewhat more advanced): > >> > >> (Q1) I am loading fairly large textures of satellite > >> imagery of the Earth. Two of > >> them are 1024x1024 (powers of two) in RGB format. > >> These two images load and render > >> just fine. The third texture is 2048x1024 (also > >> powers of two) in RGB format. This > >> one gets a GL error during my call to > >> glTexImage2d(), and the error is "invalid > >> value." I determined that value that makes it > >> unhappy is the image width (2048). > >> If I lie to OpenGL and tell it that the width is > >> only1024, the image loads and > >> renders without an error (of course it looks screwed > >> up, but I expect that since I > >> lied about the true width). Any insight on why it > >> cannot handle the 2048 width? > >> > >> I know that it is not related to the hardware, > >> graphics card, graphics card > >> driver, or machine configuration. I know this > >> because our application is half > >> GL4Java and half Java3D. The Java3D display loads > >> the same exact textures and > >> renders them with no problem. I also do not think it > >> is related to the total > >> amount of texture memory available; again because > >> Java3D has no problem, and I can > >> disable the Java3D display and disable to two > >> 1024x1024 textures in the GL4Java > >> display...and the GL4Java display still gets the > >> same error on the 2048x1024 > >> texture. > >> > >> Could it have something to do with the OpenGL > >> context or configuration that I am > >> requesting??? > >> Could it be related to the fact that I am using > >> display-lists??? > >> > >> [[ I inserted my texture mapping method at the > >> bottom of this message. ]] > >> > >> (Q2) My textures are rendered in a 2D display, no > >> lighting, no normals, no > >> materials. The polygons underneath the texture are > >> white. The texture comes out > >> way to dark with GL_DECAL or GL_REPLACE. When I try > >> GL_MODULATE or GL_BLEND, it > >> gets really washed-out. We had this same exact > >> problem in the Java3D display with > >> these textures. We fixed it there by using some > >> texture-environment settings that > >> are unique to Java3D. (In other words, the Java3D > >> people used some of the more > >> advanced features of blending functions and/or > >> filters to create a new blending > >> equation that works well.) I was considering a > >> decompile of the Java3D code to see > >> how they did it, but I thought I would as for some > >> advice on this problem first. > >> > >> > > ---------------------------------------------------------------------= -- > > ----------------- > >> > >> My texture map initialization code (sorry for the > >> formatting if your mail tool > >> doesn't support fixed-width fonts): > >> > >> > >> private void initialize() > >> { > >> // Must make the GLComponent's OpenGL context > >> current when outside a > >> // GLEventListener callback method. Then don't > >> forget to unlock() it. > >> > >> glc.getGLContext().gljMakeCurrent(); // > >> Make current to call OpenGL > >> > >> > >> GeoTiffImage image =3D > >> geoTiffDef.getGeoTiffImage(); > >> Raster raster =3D image.getAsRaster(); > >> Object data =3D raster.getDataElements( > >> 0, 0, > >> > >> raster.getWidth(), > >> > >> raster.getHeight(), > >> > >> null ); > >> > >> if( ToolkitConstants.TK_DEBUG_PATCH2D =3D=3D true > >> ) > >> { > >> if( raster.getTransferType() =3D=3D > >> DataBuffer.TYPE_BYTE ) > >> System.out.println( "Texture storage > >> type =3D TYPE_BYTE"); > >> else > >> { > >> System.err.println( > >> "TexturedPatch2d.initialize() - " + > >> "What is the texture > >> storage type?"); > >> System.err.flush(); > >> } > >> > >> System.out.println( "Num data elements =3D " > >> + > >> > >> raster.getNumDataElements() ); > >> System.out.println( "Geotiff size =3D (" + > >> raster.getWidth() + ", " > >> + > >> raster.getHeight() + ")" ); > >> } > >> > >> > >> // Set unpacking to use 1 byte allignment > >> gl_.glPixelStorei( GLEnum.GL_UNPACK_ALIGNMENT, > >> 1 ); > >> > >> // Ask for valid, unused texture name > >> gl_.glGenTextures( 1, textureName ); > >> > >> // Bind a texture object to the name > >> gl_.glBindTexture( GLEnum.GL_TEXTURE_2D, > >> textureName[0] ); > >> > >> // Set clamping preferences > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_WRAP_S, > >> GLEnum.GL_CLAMP ); > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_WRAP_T, > >> GLEnum.GL_CLAMP ); > >> > >> // Set mag and min filter preferences > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_MAG_FILTER, > >> GLEnum.GL_NEAREST ); > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_MIN_FILTER, > >> GLEnum.GL_NEAREST ); > >> > >> gl_.glTexEnvi( GLEnum.GL_TEXTURE_ENV, > >> GLEnum.GL_TEXTURE_ENV_MODE, > >> GLEnum.GL_MODULATE ); // > >> GL_REPLACE, GL_BLEND, GL_DECAL > >> > >> gl_.glHint( > >> GLEnum.GL_PERSPECTIVE_CORRECTION_HINT, > >> GLEnum.GL_FASTEST ); > >> > >> // Define the 2D texture > >> gl_.glTexImage2D( GLEnum.GL_TEXTURE_2D, 0, > >> GLEnum.GL_RGB, > >> raster.getWidth()/2, > >> raster.getHeight(), > >> 0, GLEnum.GL_RGB, > >> GLEnum.GL_UNSIGNED_BYTE, > >> (byte[]) data ); > >> > >> > >> if( ToolkitConstants.TK_DEBUG_PATCH2D =3D=3D true > >> ) > >> { > >> int errorCode =3D GLEnum.GL_NO_ERROR; > >> > >> if( (errorCode =3D gl_.glGetError()) !=3D > >> GLEnum.GL_NO_ERROR ) > >> { > >> System.err.println( > >> "TexturedPatch2d.initialize() - " + > >> "GL Error: " + > >> glu_.gluErrorString(errorCode) ); > >> System.err.flush(); > >> } > >> } > >> > >> > > =3D=3D=3D message truncated =3D=3D=3D > > > > ___________________________________________________________ > > Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en fran=E7ais ! > > Yahoo! Mail : http://fr.mail.yahoo.com > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by:Crypto Challenge is now open! > > Get cracking and register here for some mind boggling fun and > > the chance of winning an Apple iPod: > > http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0031en > > _______________________________________________ > > gl4java-usergroup mailing list > > gl4...@li... > > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > > > > ------------------------------------------------------------ > Name: PGP.sig > PGP.sig Type: application/pgp-signature > Encoding: 7bit |
From: Tobias L. G. <tg...@ul...> - 2003-03-27 02:41:54
|
Hello all, I am wondering whether or not anyone else is having trouble destroying and creating GLCanvases in a single window. I have tried with both the binary release from Jausoft, and the CVS release that was on sourceforge as of March 22, 2003. I think that something is not being properly disposed of when a GLCanvas is destroyed. I am able to create and destroy a few GLCanvases but after a while the GLCanvases that are created slow to a crawl when drawing. Try as I might, I have only been able to find a single bug in GL4Java. It is in the GLCanvas code, during the first paint, the canvas adds itself to the top level window as a listener. The problem is, that it never removed itself as a listener and so it would never get finalized. This is not even a bug if you look at it from the point of view of always needing to destroy the top-level window in order to destroy a GLCanvas, although in practice you end up having to exit the program. Be that as it may, I am at a loss for the moment as to why this slow down is happening when I create and destroy more than a few GLCanvases. I am looking through the GL4Java code again now, and I will find out why sooner or later by the grace of VisualC, but if someone has a clue, could you help a brotha out ? ? ? Peace, Love, and Hair Grease, -TOBY |
From: Mark M. <pat...@lm...> - 2003-03-26 23:16:50
|
Should have included the following in my last posting... (again, I thank = you for any help you can provide) When Java3D queries the max-supported-texture-size on the Wildcat III 611= 0 machine (from within our application), it gets an answer of 2048. When GL4Java queries this value with glGetIntegerv(GL_MAX_TEXTURE_SIZE, ...) f= rom within our same application on the same machine, it gets an answer of 102= 4. What is up with that? Could the GLCapabilities be used to increase the ma= x supported texture size when the GLContext (state machine) is being create= d? Is GL4Java hardcoding this ceiling of 1024? Pepijn Van Eeckhoudt wrote: > OpenGL does not require square textures. If in practice it is necessary > to use square textures, it's a driver/hardware limitation. > The problem is probably that your hardware can't handle textures that > are that big. A lot of consumer level cards can only handle textures up > to 1024x1024. You can query this maximum value using glGetIntegerv( > GL_MAX_TEXTURE_SIZE ). > > Pepijn Van Eeckhoudt > > On zondag, maa 23, 2003, at 11:38 Europe/Brussels, Florent Geffroy > wrote: > > > I think the error occurs because your 2048*1024 > > texture is not a square. I think OpenGL can only > > handle square textures ! > > You'll need to add black rectangles on both parts of > > your image, in order to have a 2048*2048 one, and then > > play with the texture coordinates of your polygon... > > > > Hope this helps... > > > > --- Mark Montana <pat...@lm...> a > > =E9crit : > All, > >> > >> Follow up texture-mapping questions... > >> > >> First, I fixed my original problem that was causing > >> textures in my application to > >> be all white. I had a special initialization method > >> to set all the texture mapping > >> parameters. I forgot to surround those GL calls > >> with: > >> glc.getGLContext().gljMakeCurrent(); AND > >> glc.getGLContext().gljFree(); > >> A rather newbie-sounding mistake, but it's been a > >> while since I wrote rendering > >> code in GL4Java. I hate that you have to perform > >> those steps in the non-draw > >> methods, but I realize it is a necessary evil > >> (Magician had the same thing). > >> > >> On to my 2 new questions (somewhat more advanced): > >> > >> (Q1) I am loading fairly large textures of satellite > >> imagery of the Earth. Two of > >> them are 1024x1024 (powers of two) in RGB format. > >> These two images load and render > >> just fine. The third texture is 2048x1024 (also > >> powers of two) in RGB format. This > >> one gets a GL error during my call to > >> glTexImage2d(), and the error is "invalid > >> value." I determined that value that makes it > >> unhappy is the image width (2048). > >> If I lie to OpenGL and tell it that the width is > >> only1024, the image loads and > >> renders without an error (of course it looks screwed > >> up, but I expect that since I > >> lied about the true width). Any insight on why it > >> cannot handle the 2048 width? > >> > >> I know that it is not related to the hardware, > >> graphics card, graphics card > >> driver, or machine configuration. I know this > >> because our application is half > >> GL4Java and half Java3D. The Java3D display loads > >> the same exact textures and > >> renders them with no problem. I also do not think it > >> is related to the total > >> amount of texture memory available; again because > >> Java3D has no problem, and I can > >> disable the Java3D display and disable to two > >> 1024x1024 textures in the GL4Java > >> display...and the GL4Java display still gets the > >> same error on the 2048x1024 > >> texture. > >> > >> Could it have something to do with the OpenGL > >> context or configuration that I am > >> requesting??? > >> Could it be related to the fact that I am using > >> display-lists??? > >> > >> [[ I inserted my texture mapping method at the > >> bottom of this message. ]] > >> > >> (Q2) My textures are rendered in a 2D display, no > >> lighting, no normals, no > >> materials. The polygons underneath the texture are > >> white. The texture comes out > >> way to dark with GL_DECAL or GL_REPLACE. When I try > >> GL_MODULATE or GL_BLEND, it > >> gets really washed-out. We had this same exact > >> problem in the Java3D display with > >> these textures. We fixed it there by using some > >> texture-environment settings that > >> are unique to Java3D. (In other words, the Java3D > >> people used some of the more > >> advanced features of blending functions and/or > >> filters to create a new blending > >> equation that works well.) I was considering a > >> decompile of the Java3D code to see > >> how they did it, but I thought I would as for some > >> advice on this problem first. > >> > >> > > ---------------------------------------------------------------------= -- > > ----------------- > >> > >> My texture map initialization code (sorry for the > >> formatting if your mail tool > >> doesn't support fixed-width fonts): > >> > >> > >> private void initialize() > >> { > >> // Must make the GLComponent's OpenGL context > >> current when outside a > >> // GLEventListener callback method. Then don't > >> forget to unlock() it. > >> > >> glc.getGLContext().gljMakeCurrent(); // > >> Make current to call OpenGL > >> > >> > >> GeoTiffImage image =3D > >> geoTiffDef.getGeoTiffImage(); > >> Raster raster =3D image.getAsRaster(); > >> Object data =3D raster.getDataElements( > >> 0, 0, > >> > >> raster.getWidth(), > >> > >> raster.getHeight(), > >> > >> null ); > >> > >> if( ToolkitConstants.TK_DEBUG_PATCH2D =3D=3D true > >> ) > >> { > >> if( raster.getTransferType() =3D=3D > >> DataBuffer.TYPE_BYTE ) > >> System.out.println( "Texture storage > >> type =3D TYPE_BYTE"); > >> else > >> { > >> System.err.println( > >> "TexturedPatch2d.initialize() - " + > >> "What is the texture > >> storage type?"); > >> System.err.flush(); > >> } > >> > >> System.out.println( "Num data elements =3D " > >> + > >> > >> raster.getNumDataElements() ); > >> System.out.println( "Geotiff size =3D (" + > >> raster.getWidth() + ", " > >> + > >> raster.getHeight() + ")" ); > >> } > >> > >> > >> // Set unpacking to use 1 byte allignment > >> gl_.glPixelStorei( GLEnum.GL_UNPACK_ALIGNMENT, > >> 1 ); > >> > >> // Ask for valid, unused texture name > >> gl_.glGenTextures( 1, textureName ); > >> > >> // Bind a texture object to the name > >> gl_.glBindTexture( GLEnum.GL_TEXTURE_2D, > >> textureName[0] ); > >> > >> // Set clamping preferences > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_WRAP_S, > >> GLEnum.GL_CLAMP ); > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_WRAP_T, > >> GLEnum.GL_CLAMP ); > >> > >> // Set mag and min filter preferences > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_MAG_FILTER, > >> GLEnum.GL_NEAREST ); > >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > >> GLEnum.GL_TEXTURE_MIN_FILTER, > >> GLEnum.GL_NEAREST ); > >> > >> gl_.glTexEnvi( GLEnum.GL_TEXTURE_ENV, > >> GLEnum.GL_TEXTURE_ENV_MODE, > >> GLEnum.GL_MODULATE ); // > >> GL_REPLACE, GL_BLEND, GL_DECAL > >> > >> gl_.glHint( > >> GLEnum.GL_PERSPECTIVE_CORRECTION_HINT, > >> GLEnum.GL_FASTEST ); > >> > >> // Define the 2D texture > >> gl_.glTexImage2D( GLEnum.GL_TEXTURE_2D, 0, > >> GLEnum.GL_RGB, > >> raster.getWidth()/2, > >> raster.getHeight(), > >> 0, GLEnum.GL_RGB, > >> GLEnum.GL_UNSIGNED_BYTE, > >> (byte[]) data ); > >> > >> > >> if( ToolkitConstants.TK_DEBUG_PATCH2D =3D=3D true > >> ) > >> { > >> int errorCode =3D GLEnum.GL_NO_ERROR; > >> > >> if( (errorCode =3D gl_.glGetError()) !=3D > >> GLEnum.GL_NO_ERROR ) > >> { > >> System.err.println( > >> "TexturedPatch2d.initialize() - " + > >> "GL Error: " + > >> glu_.gluErrorString(errorCode) ); > >> System.err.flush(); > >> } > >> } > >> > >> > > =3D=3D=3D message truncated =3D=3D=3D > > > > ___________________________________________________________ > > Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en fran=E7ais ! > > Yahoo! Mail : http://fr.mail.yahoo.com > > > > > > ------------------------------------------------------- > > This SF.net email is sponsored by:Crypto Challenge is now open! > > Get cracking and register here for some mind boggling fun and > > the chance of winning an Apple iPod: > > http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0031en > > _______________________________________________ > > gl4java-usergroup mailing list > > gl4...@li... > > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > > > > ------------------------------------------------------------ > Name: PGP.sig > PGP.sig Type: application/pgp-signature > Encoding: 7bit |
From: Theodore W. <twi...@ya...> - 2003-03-26 21:06:04
|
I don't know how J++ works but if J++ compiles the java code to native code i doubt that it will work with gl4java JNI libs On Wednesday, March 26, 2003, at 12:56 PM, mahboubi jebbar wrote: > I have two problems > -I have an application writed in visual j++ 6 ,and i > want to add init an applet writed in gl4java that > contains 3d animation ,how i can do this without > losing the 3d animation? > -And ,i want to transform an applet contains 3d > animation to a form in visual j++ 6,if it is possible > , > if not how to make it a frame . > Thnk's > > > > ______________________________________________________________________ > Post your free ad now! http://personals.yahoo.ca > > > ------------------------------------------------------- > This SF.net email is sponsored by: > The Definitive IT and Networking Event. Be There! > NetWorld+Interop Las Vegas 2003 -- Register today! > http://ads.sourceforge.net/cgi-bin/redirect.pl?keyn0001en > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |
From: mahboubi j. <mah...@ya...> - 2003-03-26 17:57:42
|
I have two problems -I have an application writed in visual j++ 6 ,and i want to add init an applet writed in gl4java that contains 3d animation ,how i can do this without losing the 3d animation? -And ,i want to transform an applet contains 3d animation to a form in visual j++ 6,if it is possible , if not how to make it a frame . Thnk's ______________________________________________________________________ Post your free ad now! http://personals.yahoo.ca |
From: <szt...@ya...> - 2003-03-24 20:24:39
|
--- Tomas Karlsson <kar...@ag...> wrote: > From: "Tomas Karlsson" <kar...@ag...> (...) > CVS is version management system for sourcecode. > Since you are running linux you probably have cvs installed. Then (...) Thanks. I finally managed to compile GL4Java from sources and now my program does not crash and even works as expected :). Btw, compiling GL4Java wasn't easy - mainly makefile assumes, that TARGET directories are already on classpath, what is almost never true for new users - but since now I know how makefiles look and what does they do. to Alban Cousinié This example was meant to do nothing. It is cut&paste from demos and its only task was to give simplest possible example of crash. Anyway, it crashed with and without gljMakeCurrent. regards, Tomasz Sztejka. __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com |
From: Pepijn V. E. <pep...@lu...> - 2003-03-23 11:34:57
|
OpenGL does not require square textures. If in practice it is necessary =20= to use square textures, it's a driver/hardware limitation. The problem is probably that your hardware can't handle textures that =20= are that big. A lot of consumer level cards can only handle textures up =20= to 1024x1024. You can query this maximum value using glGetIntegerv( =20 GL_MAX_TEXTURE_SIZE ). Pepijn Van Eeckhoudt On zondag, maa 23, 2003, at 11:38 Europe/Brussels, Florent Geffroy =20 wrote: > I think the error occurs because your 2048*1024 > texture is not a square. I think OpenGL can only > handle square textures ! > You'll need to add black rectangles on both parts of > your image, in order to have a 2048*2048 one, and then > play with the texture coordinates of your polygon... > > Hope this helps... > > --- Mark Montana <pat...@lm...> a > =E9crit=A0: > All, >> >> Follow up texture-mapping questions... >> >> First, I fixed my original problem that was causing >> textures in my application to >> be all white. I had a special initialization method >> to set all the texture mapping >> parameters. I forgot to surround those GL calls >> with: >> glc.getGLContext().gljMakeCurrent(); AND >> glc.getGLContext().gljFree(); >> A rather newbie-sounding mistake, but it's been a >> while since I wrote rendering >> code in GL4Java. I hate that you have to perform >> those steps in the non-draw >> methods, but I realize it is a necessary evil >> (Magician had the same thing). >> >> On to my 2 new questions (somewhat more advanced): >> >> (Q1) I am loading fairly large textures of satellite >> imagery of the Earth. Two of >> them are 1024x1024 (powers of two) in RGB format. >> These two images load and render >> just fine. The third texture is 2048x1024 (also >> powers of two) in RGB format. This >> one gets a GL error during my call to >> glTexImage2d(), and the error is "invalid >> value." I determined that value that makes it >> unhappy is the image width (2048). >> If I lie to OpenGL and tell it that the width is >> only1024, the image loads and >> renders without an error (of course it looks screwed >> up, but I expect that since I >> lied about the true width). Any insight on why it >> cannot handle the 2048 width? >> >> I know that it is not related to the hardware, >> graphics card, graphics card >> driver, or machine configuration. I know this >> because our application is half >> GL4Java and half Java3D. The Java3D display loads >> the same exact textures and >> renders them with no problem. I also do not think it >> is related to the total >> amount of texture memory available; again because >> Java3D has no problem, and I can >> disable the Java3D display and disable to two >> 1024x1024 textures in the GL4Java >> display...and the GL4Java display still gets the >> same error on the 2048x1024 >> texture. >> >> Could it have something to do with the OpenGL >> context or configuration that I am >> requesting??? >> Could it be related to the fact that I am using >> display-lists??? >> >> [[ I inserted my texture mapping method at the >> bottom of this message. ]] >> >> (Q2) My textures are rendered in a 2D display, no >> lighting, no normals, no >> materials. The polygons underneath the texture are >> white. The texture comes out >> way to dark with GL_DECAL or GL_REPLACE. When I try >> GL_MODULATE or GL_BLEND, it >> gets really washed-out. We had this same exact >> problem in the Java3D display with >> these textures. We fixed it there by using some >> texture-environment settings that >> are unique to Java3D. (In other words, the Java3D >> people used some of the more >> advanced features of blending functions and/or >> filters to create a new blending >> equation that works well.) I was considering a >> decompile of the Java3D code to see >> how they did it, but I thought I would as for some >> advice on this problem first. >> >> > = -----------------------------------------------------------------------=20= > ----------------- >> >> My texture map initialization code (sorry for the >> formatting if your mail tool >> doesn't support fixed-width fonts): >> >> >> private void initialize() >> { >> // Must make the GLComponent's OpenGL context >> current when outside a >> // GLEventListener callback method. Then don't >> forget to unlock() it. >> >> glc.getGLContext().gljMakeCurrent(); // >> Make current to call OpenGL >> >> >> GeoTiffImage image =3D >> geoTiffDef.getGeoTiffImage(); >> Raster raster =3D image.getAsRaster(); >> Object data =3D raster.getDataElements( >> 0, 0, >> >> raster.getWidth(), >> >> raster.getHeight(), >> >> null ); >> >> if( ToolkitConstants.TK_DEBUG_PATCH2D =3D=3D true >> ) >> { >> if( raster.getTransferType() =3D=3D >> DataBuffer.TYPE_BYTE ) >> System.out.println( "Texture storage >> type =3D TYPE_BYTE"); >> else >> { >> System.err.println( >> "TexturedPatch2d.initialize() - " + >> "What is the texture >> storage type?"); >> System.err.flush(); >> } >> >> System.out.println( "Num data elements =3D " >> + >> >> raster.getNumDataElements() ); >> System.out.println( "Geotiff size =3D (" + >> raster.getWidth() + ", " >> + >> raster.getHeight() + ")" ); >> } >> >> >> // Set unpacking to use 1 byte allignment >> gl_.glPixelStorei( GLEnum.GL_UNPACK_ALIGNMENT, >> 1 ); >> >> // Ask for valid, unused texture name >> gl_.glGenTextures( 1, textureName ); >> >> // Bind a texture object to the name >> gl_.glBindTexture( GLEnum.GL_TEXTURE_2D, >> textureName[0] ); >> >> // Set clamping preferences >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, >> GLEnum.GL_TEXTURE_WRAP_S, >> GLEnum.GL_CLAMP ); >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, >> GLEnum.GL_TEXTURE_WRAP_T, >> GLEnum.GL_CLAMP ); >> >> // Set mag and min filter preferences >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, >> GLEnum.GL_TEXTURE_MAG_FILTER, >> GLEnum.GL_NEAREST ); >> gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, >> GLEnum.GL_TEXTURE_MIN_FILTER, >> GLEnum.GL_NEAREST ); >> >> gl_.glTexEnvi( GLEnum.GL_TEXTURE_ENV, >> GLEnum.GL_TEXTURE_ENV_MODE, >> GLEnum.GL_MODULATE ); // >> GL_REPLACE, GL_BLEND, GL_DECAL >> >> gl_.glHint( >> GLEnum.GL_PERSPECTIVE_CORRECTION_HINT, >> GLEnum.GL_FASTEST ); >> >> // Define the 2D texture >> gl_.glTexImage2D( GLEnum.GL_TEXTURE_2D, 0, >> GLEnum.GL_RGB, >> raster.getWidth()/2, >> raster.getHeight(), >> 0, GLEnum.GL_RGB, >> GLEnum.GL_UNSIGNED_BYTE, >> (byte[]) data ); >> >> >> if( ToolkitConstants.TK_DEBUG_PATCH2D =3D=3D true >> ) >> { >> int errorCode =3D GLEnum.GL_NO_ERROR; >> >> if( (errorCode =3D gl_.glGetError()) !=3D >> GLEnum.GL_NO_ERROR ) >> { >> System.err.println( >> "TexturedPatch2d.initialize() - " + >> "GL Error: " + >> glu_.gluErrorString(errorCode) ); >> System.err.flush(); >> } >> } >> >> > =3D=3D=3D message truncated =3D=3D=3D > > ___________________________________________________________ > Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en fran=E7ais ! > Yahoo! Mail : http://fr.mail.yahoo.com > > > ------------------------------------------------------- > This SF.net email is sponsored by:Crypto Challenge is now open! > Get cracking and register here for some mind boggling fun and > the chance of winning an Apple iPod: > http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0031en > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |
From: <lec...@ya...> - 2003-03-23 10:38:44
|
I think the error occurs because your 2048*1024 texture is not a square. I think OpenGL can only handle square textures ! You'll need to add black rectangles on both parts of your image, in order to have a 2048*2048 one, and then play with the texture coordinates of your polygon... Hope this helps... --- Mark Montana <pat...@lm...> a écrit : > All, > > Follow up texture-mapping questions... > > First, I fixed my original problem that was causing > textures in my application to > be all white. I had a special initialization method > to set all the texture mapping > parameters. I forgot to surround those GL calls > with: > glc.getGLContext().gljMakeCurrent(); AND > glc.getGLContext().gljFree(); > A rather newbie-sounding mistake, but it's been a > while since I wrote rendering > code in GL4Java. I hate that you have to perform > those steps in the non-draw > methods, but I realize it is a necessary evil > (Magician had the same thing). > > On to my 2 new questions (somewhat more advanced): > > (Q1) I am loading fairly large textures of satellite > imagery of the Earth. Two of > them are 1024x1024 (powers of two) in RGB format. > These two images load and render > just fine. The third texture is 2048x1024 (also > powers of two) in RGB format. This > one gets a GL error during my call to > glTexImage2d(), and the error is "invalid > value." I determined that value that makes it > unhappy is the image width (2048). > If I lie to OpenGL and tell it that the width is > only1024, the image loads and > renders without an error (of course it looks screwed > up, but I expect that since I > lied about the true width). Any insight on why it > cannot handle the 2048 width? > > I know that it is not related to the hardware, > graphics card, graphics card > driver, or machine configuration. I know this > because our application is half > GL4Java and half Java3D. The Java3D display loads > the same exact textures and > renders them with no problem. I also do not think it > is related to the total > amount of texture memory available; again because > Java3D has no problem, and I can > disable the Java3D display and disable to two > 1024x1024 textures in the GL4Java > display...and the GL4Java display still gets the > same error on the 2048x1024 > texture. > > Could it have something to do with the OpenGL > context or configuration that I am > requesting??? > Could it be related to the fact that I am using > display-lists??? > > [[ I inserted my texture mapping method at the > bottom of this message. ]] > > (Q2) My textures are rendered in a 2D display, no > lighting, no normals, no > materials. The polygons underneath the texture are > white. The texture comes out > way to dark with GL_DECAL or GL_REPLACE. When I try > GL_MODULATE or GL_BLEND, it > gets really washed-out. We had this same exact > problem in the Java3D display with > these textures. We fixed it there by using some > texture-environment settings that > are unique to Java3D. (In other words, the Java3D > people used some of the more > advanced features of blending functions and/or > filters to create a new blending > equation that works well.) I was considering a > decompile of the Java3D code to see > how they did it, but I thought I would as for some > advice on this problem first. > > ---------------------------------------------------------------------------------------- > > My texture map initialization code (sorry for the > formatting if your mail tool > doesn't support fixed-width fonts): > > > private void initialize() > { > // Must make the GLComponent's OpenGL context > current when outside a > // GLEventListener callback method. Then don't > forget to unlock() it. > > glc.getGLContext().gljMakeCurrent(); // > Make current to call OpenGL > > > GeoTiffImage image = > geoTiffDef.getGeoTiffImage(); > Raster raster = image.getAsRaster(); > Object data = raster.getDataElements( > 0, 0, > > raster.getWidth(), > > raster.getHeight(), > > null ); > > if( ToolkitConstants.TK_DEBUG_PATCH2D == true > ) > { > if( raster.getTransferType() == > DataBuffer.TYPE_BYTE ) > System.out.println( "Texture storage > type = TYPE_BYTE"); > else > { > System.err.println( > "TexturedPatch2d.initialize() - " + > "What is the texture > storage type?"); > System.err.flush(); > } > > System.out.println( "Num data elements = " > + > > raster.getNumDataElements() ); > System.out.println( "Geotiff size = (" + > raster.getWidth() + ", " > + > raster.getHeight() + ")" ); > } > > > // Set unpacking to use 1 byte allignment > gl_.glPixelStorei( GLEnum.GL_UNPACK_ALIGNMENT, > 1 ); > > // Ask for valid, unused texture name > gl_.glGenTextures( 1, textureName ); > > // Bind a texture object to the name > gl_.glBindTexture( GLEnum.GL_TEXTURE_2D, > textureName[0] ); > > // Set clamping preferences > gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > GLEnum.GL_TEXTURE_WRAP_S, > GLEnum.GL_CLAMP ); > gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > GLEnum.GL_TEXTURE_WRAP_T, > GLEnum.GL_CLAMP ); > > // Set mag and min filter preferences > gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > GLEnum.GL_TEXTURE_MAG_FILTER, > GLEnum.GL_NEAREST ); > gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, > GLEnum.GL_TEXTURE_MIN_FILTER, > GLEnum.GL_NEAREST ); > > gl_.glTexEnvi( GLEnum.GL_TEXTURE_ENV, > GLEnum.GL_TEXTURE_ENV_MODE, > GLEnum.GL_MODULATE ); // > GL_REPLACE, GL_BLEND, GL_DECAL > > gl_.glHint( > GLEnum.GL_PERSPECTIVE_CORRECTION_HINT, > GLEnum.GL_FASTEST ); > > // Define the 2D texture > gl_.glTexImage2D( GLEnum.GL_TEXTURE_2D, 0, > GLEnum.GL_RGB, > raster.getWidth()/2, > raster.getHeight(), > 0, GLEnum.GL_RGB, > GLEnum.GL_UNSIGNED_BYTE, > (byte[]) data ); > > > if( ToolkitConstants.TK_DEBUG_PATCH2D == true > ) > { > int errorCode = GLEnum.GL_NO_ERROR; > > if( (errorCode = gl_.glGetError()) != > GLEnum.GL_NO_ERROR ) > { > System.err.println( > "TexturedPatch2d.initialize() - " + > "GL Error: " + > glu_.gluErrorString(errorCode) ); > System.err.flush(); > } > } > > === message truncated === ___________________________________________________________ Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en français ! Yahoo! Mail : http://fr.mail.yahoo.com |
From: Tomas K. <kar...@ag...> - 2003-03-23 10:14:12
|
> Now I will compromise myself, but what: > "latest source from the cvs" > means? CVS is version management system for sourcecode. Since you are running linux you probably have cvs installed. Then type: cvs -z3 -d:pserver:ano...@cv...:/cvsroot/gl4java co GL4Java ... and you'll get the latest source code. > And, btw. is this bug in nvidia or GL4Java side? Should I monit nvidia > to fix it? :) No idea :) Cheers Tomas ----- Original Message ----- From: "Tomasz Sztejka" <szt...@ya...> To: <gl4...@li...> Sent: Saturday, March 22, 2003 2:41 PM Subject: Re: Re: [gl4java-usergroup] GL4Java + Linux +Nvidia crash > --- Tomas Karlsson <kar...@ag...> wrote: > Hi Tomasz > > > > I've also experinced the same problem with GL4Java + Redhat + Nvidia. > > It seems that the problem is related to a bug in GL4Java with nvidia > > drivers. > > Try to compile GL4Java from the latest source from the cvs, that > > should do > > the trick. > > > > Cheers > > Tomas > > Surprising speed. This is very rare to get answer within less than 5 > minutes from posting. > Now I will compromise myself, but what: > "latest source from the cvs" > means? I will be propably able to handle compiling, but need to have > something to compile. > And, btw. is this bug in nvidia or GL4Java side? Should I monit nvidia > to fix it? :) > > Thanks, > Tomasz Sztejka > > > > > ----- Original Message ----- > > From: "Tomasz Sztejka" <szt...@ya...> > > To: <gl4...@li...> > > Sent: Saturday, March 22, 2003 2:08 PM > > Subject: [gl4java-usergroup] GL4Java + Linux +Nvidia crash > > > > > > > Hi, > > > I just started to leard openGL with famous GL4Java library and got > > > some problems which I'm not able to solve by mylsef. > > > My OS configuration is: > > > Linux Debian 3.0, GL4Java 2.8.2.0, j2sdk1.4.1 Blackdown.org, > > Nvidia > ..... > > > > __________________________________________________ > Do You Yahoo!? > Everything you'll ever need on one web page > from News and Sport to Email and Music Charts > http://uk.my.yahoo.com > > > ------------------------------------------------------- > This SF.net email is sponsored by:Crypto Challenge is now open! > Get cracking and register here for some mind boggling fun and > the chance of winning an Apple iPod: > http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0031en > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |
From: <szt...@ya...> - 2003-03-22 13:41:43
|
--- Tomas Karlsson <kar...@ag...> wrote: > Hi Tomasz > > I've also experinced the same problem with GL4Java + Redhat + Nvidia. > It seems that the problem is related to a bug in GL4Java with nvidia > drivers. > Try to compile GL4Java from the latest source from the cvs, that > should do > the trick. > > Cheers > Tomas Surprising speed. This is very rare to get answer within less than 5 minutes from posting. Now I will compromise myself, but what: "latest source from the cvs" means? I will be propably able to handle compiling, but need to have something to compile. And, btw. is this bug in nvidia or GL4Java side? Should I monit nvidia to fix it? :) Thanks, Tomasz Sztejka > > ----- Original Message ----- > From: "Tomasz Sztejka" <szt...@ya...> > To: <gl4...@li...> > Sent: Saturday, March 22, 2003 2:08 PM > Subject: [gl4java-usergroup] GL4Java + Linux +Nvidia crash > > > > Hi, > > I just started to leard openGL with famous GL4Java library and got > > some problems which I'm not able to solve by mylsef. > > My OS configuration is: > > Linux Debian 3.0, GL4Java 2.8.2.0, j2sdk1.4.1 Blackdown.org, > Nvidia ..... __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com |
From: Tomas K. <kar...@ag...> - 2003-03-22 13:27:05
|
Hi Tomasz I've also experinced the same problem with GL4Java + Redhat + Nvidia. It seems that the problem is related to a bug in GL4Java with nvidia drivers. Try to compile GL4Java from the latest source from the cvs, that should do the trick. Cheers Tomas ----- Original Message ----- From: "Tomasz Sztejka" <szt...@ya...> To: <gl4...@li...> Sent: Saturday, March 22, 2003 2:08 PM Subject: [gl4java-usergroup] GL4Java + Linux +Nvidia crash > Hi, > I just started to leard openGL with famous GL4Java library and got > some problems which I'm not able to solve by mylsef. > My OS configuration is: > Linux Debian 3.0, GL4Java 2.8.2.0, j2sdk1.4.1 Blackdown.org, Nvidia > GForce2 drivers from nvidia.com(games are working ok, so driver works). > > I composed this simple program below from demos examples (this is > demos/ronsDemos/animApplet.skel based). As you can see it does nothing > except trying to run few gl commands on animation thread. Once i run it > it crashes after openning window with message: > ---------------------------- > init(): X$myappletCanvas[canvas0,4,20,42x29] > > An unexpected exception has been detected in native code outside the > VM. > Unexpected Signal : 11 occurred at PC=0x4C97E188 > Function=__nvsym17103+0x0 > Library=/usr/lib/libGL.so > > Current Java thread: > at gl4java.GLContext.gljMakeCurrentNative(Native Method) > at gl4java.GLContext.gljMakeCurrent(GLContext.java:2472) > - locked <0x44184330> (a gl4java.GLContext) > at gl4java.awt.GLCanvas.sDisplay(GLCanvas.java:697) > at gl4java.awt.GLAnimCanvas.run(GLAnimCanvas.java:466) > at java.lang.Thread.run(Thread.java:536) > > Dynamic libraries: > 08048000-0804d000 r-xp 00000000 03:03 291350 > /usr/local/j2sdk1.4.1/bin/java > .... > ---------------------------- > > I have seen some threads on this forum mentioning similar problems, > but answers were not enough detailed for me to be helpfull (I'm pretty > new Linux user). > > regards, > Tomasz Sztejka. > > This is my problematic code: > > public class X extends Frame > { > myappletCanvas canvas = null; > public static void main(String [] ar) > { > X x = new X(); > x.init(); > x.setVisible(true); > x.start(); > }; > > public void init() > { > Dimension d = getSize(); > setLayout(new BorderLayout()); > canvas = new myappletCanvas(d.width, d.height); > add("Center", canvas); > } > > public void start() > { > canvas.start(); > } > public void stop() > { > canvas.stop(); > } > public void destroy() > { > canvas.stop(); > canvas.destroy(); > } > private class myappletCanvas extends GLAnimCanvas > { > public myappletCanvas(int w, int h) > { > super(w, h); > GLContext.gljNativeDebug = false; > GLContext.gljClassDebug = false; > setAnimateFps(60.0); > } > > public void preInit() > { > doubleBuffer = true; > stereoView = false; > } > > public void init() > { > System.out.println("init(): " + this); > reshape(getSize().width, getSize().height); > glj.gljCheckGL(); > } > > public void destroy() > { > System.out.println("destroy(): " + this); > cvsDispose(); > } > > public void reshape(int width, int height) > { > gl.glViewport(0,0,width,height); > } > > public void display() > { > if (glj.gljMakeCurrent(true) == false) return; > glj.gljSwap(); > glj.gljCheckGL(); > glj.gljFree(); > if (!isSuspended()) repaint(); // Animate at full speed. > } > } > } > > __________________________________________________ > Do You Yahoo!? > Everything you'll ever need on one web page > from News and Sport to Email and Music Charts > http://uk.my.yahoo.com > > > ------------------------------------------------------- > This SF.net email is sponsored by:Crypto Challenge is now open! > Get cracking and register here for some mind boggling fun and > the chance of winning an Apple iPod: > http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0031en > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |
From: <szt...@ya...> - 2003-03-22 13:08:55
|
Hi, I just started to leard openGL with famous GL4Java library and got some problems which I'm not able to solve by mylsef. My OS configuration is: Linux Debian 3.0, GL4Java 2.8.2.0, j2sdk1.4.1 Blackdown.org, Nvidia GForce2 drivers from nvidia.com(games are working ok, so driver works). I composed this simple program below from demos examples (this is demos/ronsDemos/animApplet.skel based). As you can see it does nothing except trying to run few gl commands on animation thread. Once i run it it crashes after openning window with message: ---------------------------- init(): X$myappletCanvas[canvas0,4,20,42x29] An unexpected exception has been detected in native code outside the VM. Unexpected Signal : 11 occurred at PC=0x4C97E188 Function=__nvsym17103+0x0 Library=/usr/lib/libGL.so Current Java thread: at gl4java.GLContext.gljMakeCurrentNative(Native Method) at gl4java.GLContext.gljMakeCurrent(GLContext.java:2472) - locked <0x44184330> (a gl4java.GLContext) at gl4java.awt.GLCanvas.sDisplay(GLCanvas.java:697) at gl4java.awt.GLAnimCanvas.run(GLAnimCanvas.java:466) at java.lang.Thread.run(Thread.java:536) Dynamic libraries: 08048000-0804d000 r-xp 00000000 03:03 291350 /usr/local/j2sdk1.4.1/bin/java .... ---------------------------- I have seen some threads on this forum mentioning similar problems, but answers were not enough detailed for me to be helpfull (I'm pretty new Linux user). regards, Tomasz Sztejka. This is my problematic code: public class X extends Frame { myappletCanvas canvas = null; public static void main(String [] ar) { X x = new X(); x.init(); x.setVisible(true); x.start(); }; public void init() { Dimension d = getSize(); setLayout(new BorderLayout()); canvas = new myappletCanvas(d.width, d.height); add("Center", canvas); } public void start() { canvas.start(); } public void stop() { canvas.stop(); } public void destroy() { canvas.stop(); canvas.destroy(); } private class myappletCanvas extends GLAnimCanvas { public myappletCanvas(int w, int h) { super(w, h); GLContext.gljNativeDebug = false; GLContext.gljClassDebug = false; setAnimateFps(60.0); } public void preInit() { doubleBuffer = true; stereoView = false; } public void init() { System.out.println("init(): " + this); reshape(getSize().width, getSize().height); glj.gljCheckGL(); } public void destroy() { System.out.println("destroy(): " + this); cvsDispose(); } public void reshape(int width, int height) { gl.glViewport(0,0,width,height); } public void display() { if (glj.gljMakeCurrent(true) == false) return; glj.gljSwap(); glj.gljCheckGL(); glj.gljFree(); if (!isSuspended()) repaint(); // Animate at full speed. } } } __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com |
From: Kenneth B. R. <kbr...@al...> - 2003-03-22 00:55:13
|
> From: Mark Montana <pat...@lm...> > > (Q1) I am loading fairly large textures of satellite imagery of > the Earth. Two of them are 1024x1024 (powers of two) in RGB > format. These two images load and render just fine. The third > texture is 2048x1024 (also powers of two) in RGB format. This > one gets a GL error during my call to glTexImage2d(), and the > error is "invalid value." I determined that value that makes it > unhappy is the image width (2048). If I lie to OpenGL and tell > it that the width is only1024, the image loads and renders > without an error (of course it looks screwed up, but I expect > that since I lied about the true width). Any insight on why it > cannot handle the 2048 width? The 1024 width call is not just going to look wrong, it's also going to use half the texture memory. > I know that it is not related to the hardware, graphics card, > graphics card driver, or machine configuration. I know this > because our application is half GL4Java and half Java3D. The > Java3D display loads the same exact textures and renders them > with no problem. I also do not think it is related to the total > amount of texture memory available; again because Java3D has no > problem, and I can disable the Java3D display and disable to > two 1024x1024 textures in the GL4Java display...and the GL4Java > display still gets the same error on the 2048x1024 texture. It sounds to me like you're running low on texture memory. Splitting the texture into two sub-textures will allow the OpenGL implementation to swap out one texture while rendering the other. This won't be able to be done with the one large texture. > Could it have something to do with the OpenGL context or > configuration that I am requesting??? > Could it be related to the fact that I am using display-lists??? Don't know. > (Q2) My textures are rendered in a 2D display, no lighting, no > normals, no materials. The polygons underneath the texture are > white. The texture comes out way to dark with GL_DECAL or > GL_REPLACE. When I try GL_MODULATE or GL_BLEND, it gets really > washed-out. We had this same exact problem in the Java3D > display with these textures. We fixed it there by using some > texture-environment settings that are unique to Java3D. (In > other words, the Java3D people used some of the more advanced > features of blending functions and/or filters to create a new > blending equation that works well.) I was considering a > decompile of the Java3D code to see how they did it, but I > thought I would as for some advice on this problem first. Altering the whiteness of the polygons should allow you to control how washed-out the texture appears with GL_MODULATE. I've found it was necessary to disable lighting while rendering decal-style textures. See the sources to the Grand Canyon demo at http://java.sun.com/products/jfc/tsc/articles/jcanyon/ , in particular Sky.java (which turns on lighting only when rendering the sky hemisphere) and MultiResTile.java, which sets up the texture environment for the terrain. -Ken |
From: Mark M. <pat...@lm...> - 2003-03-21 20:11:01
|
All, Follow up texture-mapping questions... First, I fixed my original problem that was causing textures in my application to be all white. I had a special initialization method to set all the texture mapping parameters. I forgot to surround those GL calls with: glc.getGLContext().gljMakeCurrent(); AND glc.getGLContext().gljFree(); A rather newbie-sounding mistake, but it's been a while since I wrote rendering code in GL4Java. I hate that you have to perform those steps in the non-draw methods, but I realize it is a necessary evil (Magician had the same thing). On to my 2 new questions (somewhat more advanced): (Q1) I am loading fairly large textures of satellite imagery of the Earth. Two of them are 1024x1024 (powers of two) in RGB format. These two images load and render just fine. The third texture is 2048x1024 (also powers of two) in RGB format. This one gets a GL error during my call to glTexImage2d(), and the error is "invalid value." I determined that value that makes it unhappy is the image width (2048). If I lie to OpenGL and tell it that the width is only1024, the image loads and renders without an error (of course it looks screwed up, but I expect that since I lied about the true width). Any insight on why it cannot handle the 2048 width? I know that it is not related to the hardware, graphics card, graphics card driver, or machine configuration. I know this because our application is half GL4Java and half Java3D. The Java3D display loads the same exact textures and renders them with no problem. I also do not think it is related to the total amount of texture memory available; again because Java3D has no problem, and I can disable the Java3D display and disable to two 1024x1024 textures in the GL4Java display...and the GL4Java display still gets the same error on the 2048x1024 texture. Could it have something to do with the OpenGL context or configuration that I am requesting??? Could it be related to the fact that I am using display-lists??? [[ I inserted my texture mapping method at the bottom of this message. ]] (Q2) My textures are rendered in a 2D display, no lighting, no normals, no materials. The polygons underneath the texture are white. The texture comes out way to dark with GL_DECAL or GL_REPLACE. When I try GL_MODULATE or GL_BLEND, it gets really washed-out. We had this same exact problem in the Java3D display with these textures. We fixed it there by using some texture-environment settings that are unique to Java3D. (In other words, the Java3D people used some of the more advanced features of blending functions and/or filters to create a new blending equation that works well.) I was considering a decompile of the Java3D code to see how they did it, but I thought I would as for some advice on this problem first. ---------------------------------------------------------------------------------------- My texture map initialization code (sorry for the formatting if your mail tool doesn't support fixed-width fonts): private void initialize() { // Must make the GLComponent's OpenGL context current when outside a // GLEventListener callback method. Then don't forget to unlock() it. glc.getGLContext().gljMakeCurrent(); // Make current to call OpenGL GeoTiffImage image = geoTiffDef.getGeoTiffImage(); Raster raster = image.getAsRaster(); Object data = raster.getDataElements( 0, 0, raster.getWidth(), raster.getHeight(), null ); if( ToolkitConstants.TK_DEBUG_PATCH2D == true ) { if( raster.getTransferType() == DataBuffer.TYPE_BYTE ) System.out.println( "Texture storage type = TYPE_BYTE"); else { System.err.println( "TexturedPatch2d.initialize() - " + "What is the texture storage type?"); System.err.flush(); } System.out.println( "Num data elements = " + raster.getNumDataElements() ); System.out.println( "Geotiff size = (" + raster.getWidth() + ", " + raster.getHeight() + ")" ); } // Set unpacking to use 1 byte allignment gl_.glPixelStorei( GLEnum.GL_UNPACK_ALIGNMENT, 1 ); // Ask for valid, unused texture name gl_.glGenTextures( 1, textureName ); // Bind a texture object to the name gl_.glBindTexture( GLEnum.GL_TEXTURE_2D, textureName[0] ); // Set clamping preferences gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, GLEnum.GL_TEXTURE_WRAP_S, GLEnum.GL_CLAMP ); gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, GLEnum.GL_TEXTURE_WRAP_T, GLEnum.GL_CLAMP ); // Set mag and min filter preferences gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, GLEnum.GL_TEXTURE_MAG_FILTER, GLEnum.GL_NEAREST ); gl_.glTexParameteri( GLEnum.GL_TEXTURE_2D, GLEnum.GL_TEXTURE_MIN_FILTER, GLEnum.GL_NEAREST ); gl_.glTexEnvi( GLEnum.GL_TEXTURE_ENV, GLEnum.GL_TEXTURE_ENV_MODE, GLEnum.GL_MODULATE ); // GL_REPLACE, GL_BLEND, GL_DECAL gl_.glHint( GLEnum.GL_PERSPECTIVE_CORRECTION_HINT, GLEnum.GL_FASTEST ); // Define the 2D texture gl_.glTexImage2D( GLEnum.GL_TEXTURE_2D, 0, GLEnum.GL_RGB, raster.getWidth()/2, raster.getHeight(), 0, GLEnum.GL_RGB, GLEnum.GL_UNSIGNED_BYTE, (byte[]) data ); if( ToolkitConstants.TK_DEBUG_PATCH2D == true ) { int errorCode = GLEnum.GL_NO_ERROR; if( (errorCode = gl_.glGetError()) != GLEnum.GL_NO_ERROR ) { System.err.println( "TexturedPatch2d.initialize() - " + "GL Error: " + glu_.gluErrorString(errorCode) ); System.err.flush(); } } glc.getGLContext().gljFree(); // Must unlock OpenGL context } private void constructDisplayList() { destroyDisplayList(); // Must make the GLComponent's OpenGL context current when outside a // GLEventListener callback method. Then don't forget to unlock() it. glc.getGLContext().gljMakeCurrent(); // Make current to call OpenGL displayListId = gl_.glGenLists( 1 ); // Ask OpenGL for a unique Id if( displayListId > 0 ) { gl_.glNewList( displayListId, GLEnum.GL_COMPILE ); renderGeometry(); gl_.glEndList(); } else { isValidPatch = false; System.err.println( "TexturedPatch2d.constructDisplayList() - " + "can't generate a valid display list Id: " + displayListId + "\n" ); } glc.getGLContext().gljFree(); // Must unlock OpenGL context } Mark Montana wrote: > I got a few responses to my texture mapping question, so I thought I would > address them all at once. > > -First let me say thank you for the references and the example code for > texture mapping. > > -I was looking for GL4Java code, and I got a good example. Thanks William. > > -I already thought that someone would ask me to post my code. Unfortunately > our total application is fairly big (~30,000 lines), so I would have to take > some real time to carve out a reasonably sized piece which exhibits the > behavior. However, if I continue to have trouble, I guess I could submit a > code snippet that does not run, but shows my design. > > -Since my original posting, I noticed that all texture mapping examples in > GL4Java were showing as pure white textures on my machine (Dual Pentium 4, > with Wildcat III 6110). But other PCs in the office were running the texture > mapping examples just fine. Our application still shows as pure white on ALL > machines. Something is still wrong with my code, and I'm about to look into > that now. > > -I was sent a GL4Java example that showed some brick textures, and > surprisingly, that worked on all our machines, including the Wildcat III 6110. > Go figure! ;-) > > Thanks again. > > ------------------------------------------------------- > This SF.net email is sponsored by: Tablet PC. > Does your code think in ink? You could win a Tablet PC. > Get a free Tablet PC hat just for playing. What are you waiting for? > http://ads.sourceforge.net/cgi-bin/redirect.pl?micr5043en > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup |
From: Max G. <gi...@ye...> - 2003-03-20 20:07:15
|
Hello! I know that this topic sometimes sparks heated discussions but it's not my intention to do so. I'd just like to kindly request what I wrote below: I'd like to suggest that answers to the questions asked on GL4Java lists (and, in general, on all technical mailing lists) are sent back to the list and not privately to the sender. If everyone replied to the list it would contribute to the general knowledge base of all list members. It is often the case that someone asks some question and other people would also be very interested in hearing an answer. Plus the question AND answer is in the list archives and people can search list history to find both questions AND answers. I believe it would be beneficial for all. On the contrary, if replies are sent to the person who asks privately, nobody else is getting the answers and other people who would also like to know the answer are either forced to ask the question again or (if it's not that important to them) will be just left uninformed. The recent Mark's post was an excellent example of this. If Mark wasn't kind enough to supply a summary we wouldn't even know that he received ANY replies except the one posted to the list (and I don't know, maybe I was the twentieth person who sent him a suggestion and it wasn't really even needed anymore?) My 2 cents :-) Bye, Max |
From: Mark M. <pat...@lm...> - 2003-03-20 18:27:45
|
I got a few responses to my texture mapping question, so I thought I would address them all at once. -First let me say thank you for the references and the example code for texture mapping. -I was looking for GL4Java code, and I got a good example. Thanks William. -I already thought that someone would ask me to post my code. Unfortunately our total application is fairly big (~30,000 lines), so I would have to take some real time to carve out a reasonably sized piece which exhibits the behavior. However, if I continue to have trouble, I guess I could submit a code snippet that does not run, but shows my design. -Since my original posting, I noticed that all texture mapping examples in GL4Java were showing as pure white textures on my machine (Dual Pentium 4, with Wildcat III 6110). But other PCs in the office were running the texture mapping examples just fine. Our application still shows as pure white on ALL machines. Something is still wrong with my code, and I'm about to look into that now. -I was sent a GL4Java example that showed some brick textures, and surprisingly, that worked on all our machines, including the Wildcat III 6110. Go figure! ;-) Thanks again. |
From: Max G. <gi...@ye...> - 2003-03-20 11:36:40
|
I think it would be easier if you would post your code so others can see what's wrong with it. A ready to compile and run example would be best. I don't have any simple examples around but you can take a look at XMage's renderer at http://xmage.sourceforge.net and see how texturing is done there. Pieces of code you might be interested in are in class xmage.turbine.Renderer: line 179 and 416 - general setup line 610 - actual rendering line 953 - building texture objects HTH, Max |
From: Mark M. <pat...@lm...> - 2003-03-19 22:15:22
|
All, I have a working gl4Java application, but I am trying to add some texture mapping to it. I thought I have all my calls in order, but the textured polygons (actually Quads) are pure white. The application is pure 2D, no depth buffering, no lighting, and no normals defined. I was hoping to find a simple, short texture mapping demo application (no applets) that used textured mapping from, let's say, a hardcoded array of bytes representing the texture. I can't seem to find a good example. Any suggestions on my bug or a good example to study? (I already looked through the demos that come zipped from GL4Java, and I tried RonsDemos and MiscDemos, but they don't have a simple, straight forward RGB texture application that I could find.) Any help is greatly appreciated. -Mark |
From: <aco...@mi...> - 2003-03-17 20:59:11
|
Dear gl4java users,=20 Today, I am proud to open source the OpenMind 3D Game Engine. OpenMind is a scenegraph programmed in pure JAVA language, and relying on the OpenGL for Java library by Jausoft. It is the result of 8 monthes of full time work. OpenMind should allow game developers to bring their titles on Windows, and soon Mac OS X and Linux with ease, benefiting from the high portability of the language and gl4java cross platform API. As today, the OpenMind engine provides most functions required for scene graph manipulation. I am now in the hope the gl4java developer community can help building up an high end solution, developping new features, for the benefit of the whole java gaming community, since OpenMind is open source, LGPL, and thus completely free! This first release is mainly targeted to Win32, Mac OSX and Linux ports should follow quite soon. http://www.mind2machine.com I hope you will like it :) Regards, Alban Cousini=E9 MIND2MACHINE |
From: Pepijn V. E. <pep...@lu...> - 2003-03-14 16:57:33
|
I was just looking at the source of the gljMakeCurrentNative method and I encountered this: /** JAU NVidia 2314 Bug workaround .. ctx = disp__glXGetCurrentContext(); */ Maybe that's a starting point? I couldn't find any reference to this on the sourceforge site... I have gl4java up and running here under linux on a TNT2 card using the latest nvidia drivers and that works just fine. I haven't tested with any of the newer nvidia chips yet. Pepijn Daniel Brunthaler wrote: > Hi, > > thx for your answer. > Shortly after sending my mail i was successfull with changing > HOME_LIB_DIR= ./lib > DEST_CLASSES_DIR= . > JAR_DESTS= /usr/local/src/GL4Java/gl4java > in the symbols.mak file. With this settings the make file of gl4java runs > fine, all java and c programs were compiled correctly and stored under the > /user/local/src/GL4Java directory tree. > So i am happy again concerning the compiling :) > But my beginning problem, the reason why i wanted to compile gl4java myself is > still the same :( > When i start any program using gl4java it crashes probably caused by my nvidia > driver. > The output is the following ... > > An unexpected exception has been detected in native code outside the VM. > Unexpected Signal : 11 occurred at PC=0x4CE15188 > Function=__nvsym17103+0x0 > Library=/usr/lib/libGL.so > ... > > I've attached the created error log file, which contains the hole stack trace. > I am using the latest nvidia driver for linux 32bit (4191) and my card is a > common geforce2. > I already sent an email to nvidia but i didn't get response since yet. > Did anyone had an related problem and knows how to solve this? Or does anyone > have an idea, what i can try else? > > thx in advance & best regards > Daniel > > > ------------------------------------------------------------------------ > > > An unexpected exception has been detected in native code outside the VM. > Unexpected Signal : 11 occurred at PC=0x4CE15188 > Function=__nvsym17103+0x0 > Library=/usr/lib/libGL.so > > Current Java thread: > at gl4java.GLContext.gljMakeCurrentNative(Native Method) > at gl4java.GLContext.gljMakeCurrent(GLContext.java:2472) > - locked <0x441348f8> (a gl4java.GLContext) > at gl4java.awt.GLCanvas.display(GLCanvas.java:785) > at gl4java.awt.GLCanvas.sDisplay(GLCanvas.java:715) > at gl4java.awt.GLAnimCanvas.run(GLAnimCanvas.java:466) > at java.lang.Thread.run(Thread.java:536) > > Dynamic libraries: > 08048000-0804e000 r-xp 00000000 03:05 202553 /usr/lib/BlackdownJava2sdk1.4.1-01/bin/java > 0804e000-0804f000 rw-p 00005000 03:05 202553 /usr/lib/BlackdownJava2sdk1.4.1-01/bin/java > 40000000-40012000 r-xp 00000000 03:05 136417 /lib/ld-2.2.5.so > 40012000-40013000 rw-p 00011000 03:05 136417 /lib/ld-2.2.5.so > 40014000-4001e000 r-xp 00000000 03:05 203034 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/native_threads/libhpi.so > 4001e000-4001f000 rw-p 00009000 03:05 203034 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/native_threads/libhpi.so > 4001f000-40026000 r-xp 00000000 03:05 29198 /usr/X11R6/lib/libXp.so.6.2 > 40026000-40027000 rw-p 00006000 03:05 29198 /usr/X11R6/lib/libXp.so.6.2 > 40027000-40035000 r-xp 00000000 03:05 136427 /lib/libpthread.so.0 > 40035000-4003c000 rw-p 0000e000 03:05 136427 /lib/libpthread.so.0 > 4003c000-4003e000 r-xp 00000000 03:05 136421 /lib/libdl.so.2 > 4003e000-4003f000 rw-p 00001000 03:05 136421 /lib/libdl.so.2 > 4003f000-40153000 r-xp 00000000 03:05 136418 /lib/libc.so.6 > 40153000-40159000 rw-p 00113000 03:05 136418 /lib/libc.so.6 > 4015d000-404b9000 r-xp 00000000 03:05 203038 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/client/libjvm.so > 404b9000-404d4000 rw-p 0035b000 03:05 203038 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/client/libjvm.so > 404e5000-404f7000 r-xp 00000000 03:05 136423 /lib/libnsl.so.1 > 404f7000-404f8000 rw-p 00011000 03:05 136423 /lib/libnsl.so.1 > 404fa000-40593000 r-xp 00000000 03:05 28368 /usr/lib/libstdc++.so.5.0.0 > 40593000-405a8000 rw-p 00098000 03:05 28368 /usr/lib/libstdc++.so.5.0.0 > 405ad000-405cf000 r-xp 00000000 03:05 136422 /lib/libm.so.6 > 405cf000-405d0000 rw-p 00021000 03:05 136422 /lib/libm.so.6 > 405d0000-405d7000 r-xp 00000000 03:05 26751 /lib/libgcc_s.so.1 > 405d7000-405d8000 rw-p 00007000 03:05 26751 /lib/libgcc_s.so.1 > 405d8000-405e9000 r-xp 00000000 03:05 203028 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libverify.so > 405e9000-405ea000 rw-p 00011000 03:05 203028 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libverify.so > 405ea000-4060a000 r-xp 00000000 03:05 203043 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libjava.so > 4060a000-4060c000 rw-p 0001f000 03:05 203043 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libjava.so > 4060c000-4061e000 r-xp 00000000 03:05 203032 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libzip.so > 4061e000-40620000 rw-p 00011000 03:05 203032 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libzip.so > 40620000-41cee000 r--s 00000000 03:05 203141 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/rt.jar > 41d31000-41d48000 r--s 00000000 03:05 203099 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/sunrsasign.jar > 41d48000-41db9000 r--s 00000000 03:05 203079 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/jsse.jar > 41db9000-41dcc000 r--s 00000000 03:05 203145 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/jce.jar > 41dcc000-42088000 r--s 00000000 03:05 203138 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/charsets.jar > 4c1b0000-4c3d5000 r-xp 00000000 03:05 203057 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libawt.so > 4c3d5000-4c3ea000 rw-p 00224000 03:05 203057 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libawt.so > 4c40f000-4c475000 r-xp 00000000 03:05 203041 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libmlib_image.so > 4c475000-4c476000 rw-p 00065000 03:05 203041 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libmlib_image.so > 4c476000-4c479000 r--s 00000000 03:05 203019 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/dnsns.jar > 4c479000-4c487000 r--s 00000000 03:05 203021 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/ldapsec.jar > 4c487000-4c488000 r-xp 00000000 03:05 203044 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libjawt.so > 4c488000-4c489000 rw-p 00000000 03:05 203044 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libjawt.so > 4c489000-4c4d7000 r-xp 00000000 03:05 29206 /usr/X11R6/lib/libXt.so.6.0 > 4c4d7000-4c4db000 rw-p 0004d000 03:05 29206 /usr/X11R6/lib/libXt.so.6.0 > 4c4db000-4c4e3000 r-xp 00000000 03:05 29176 /usr/X11R6/lib/libSM.so.6.0 > 4c4e3000-4c4e4000 rw-p 00007000 03:05 29176 /usr/X11R6/lib/libSM.so.6.0 > 4c4e4000-4c4f8000 r-xp 00000000 03:05 29174 /usr/X11R6/lib/libICE.so.6.3 > 4c4f8000-4c4f9000 rw-p 00013000 03:05 29174 /usr/X11R6/lib/libICE.so.6.3 > 4c4fb000-4c508000 r-xp 00000000 03:05 29186 /usr/X11R6/lib/libXext.so.6.4 > 4c508000-4c509000 rw-p 0000c000 03:05 29186 /usr/X11R6/lib/libXext.so.6.4 > 4c509000-4c50d000 r-xp 00000000 03:05 29208 /usr/X11R6/lib/libXtst.so.6.1 > 4c50d000-4c50e000 rw-p 00004000 03:05 29208 /usr/X11R6/lib/libXtst.so.6.1 > 4c50e000-4c602000 r-xp 00000000 03:05 29178 /usr/X11R6/lib/libX11.so.6.2 > 4c602000-4c606000 rw-p 000f4000 03:05 29178 /usr/X11R6/lib/libX11.so.6.2 > 4c606000-4c869000 r--s 00000000 03:05 45353 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/j3dcore.jar > 4c869000-4c998000 r--s 00000000 03:05 45354 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/j3dutils.jar > 4c998000-4caea000 r--s 00000000 03:05 45351 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/j3daudio.jar > 4caea000-4cb07000 r--s 00000000 03:05 203020 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/sunjce_provider.jar > 4cb07000-4cb15000 r--s 00000000 03:05 45348 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/png.jar > 4cb15000-4cbb4000 r--s 00000000 03:05 203022 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/localedata.jar > 4cbb4000-4cbfb000 r--s 00000000 03:05 45355 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/ext/vecmath.jar > 4cbfb000-4ccac000 r-xp 00000000 03:05 203031 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libfontmanager.so > 4ccac000-4ccbe000 rw-p 000b0000 03:05 203031 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libfontmanager.so > 4ccbe000-4ccc0000 r-xp 00000000 03:05 29168 /usr/X11R6/lib/X11/locale/lib/common/xlcDef.so.2 > 4ccc0000-4ccc1000 rw-p 00001000 03:05 29168 /usr/X11R6/lib/X11/locale/lib/common/xlcDef.so.2 > 4ccc1000-4ccdd000 r-xp 00000000 03:05 29167 /usr/X11R6/lib/X11/locale/lib/common/ximcp.so.2 > 4ccdd000-4ccdf000 rw-p 0001b000 03:05 29167 /usr/X11R6/lib/X11/locale/lib/common/ximcp.so.2 > 4ccdf000-4cce8000 r-xp 00000000 03:05 29172 /usr/X11R6/lib/X11/locale/lib/common/xomGeneric.so.2 > 4cce8000-4cce9000 rw-p 00008000 03:05 29172 /usr/X11R6/lib/X11/locale/lib/common/xomGeneric.so.2 > 4cce9000-4cdd8000 r-xp 00000000 03:05 201042 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libGL4JavaJauGljJNI14.so > 4cdd8000-4cddc000 rw-p 000ee000 03:05 201042 /usr/lib/BlackdownJava2sdk1.4.1-01/jre/lib/i386/libGL4JavaJauGljJNI14.so > 4cdde000-4cdee000 rw-s ec810000 03:05 37852 /dev/nvidia0 > 4cdee000-4cdef000 rw-s 04fac000 03:05 37852 /dev/nvidia0 > 4cdef000-4cdf0000 rwxp 00000000 03:05 41024 /dev/zero > 4cdf0000-4cdf1000 rwxp 00000000 03:05 41024 /dev/zero > 4cdf1000-4ce3a000 r-xp 00000000 03:05 78112 /usr/lib/libGL.so.1.0.4191 > 4ce3a000-4ce3c000 rw-p 00048000 03:05 78112 /usr/lib/libGL.so.1.0.4191 > 4ce3e000-4d2c2000 r-xp 00000000 03:05 88840 /usr/lib/libGLcore.so.1.0.4191 > 4d2c2000-4d2c6000 rw-p 00483000 03:05 88840 /usr/lib/libGLcore.so.1.0.4191 > 4d368000-4d3ee000 r-xp 00000000 03:05 91084 /usr/lib/libGLU.so.1.3 > 4d3ee000-4d3fa000 rw-p 00085000 03:05 91084 /usr/lib/libGLU.so.1.3 > 4d496000-4d59d000 rw-s 00000000 00:04 0 /SYSV00000000 (deleted) > 4d59d000-5559d000 rw-s e0000000 03:05 37852 /dev/nvidia0 > 55676000-55778000 rw-s e8010000 03:05 37852 /dev/nvidia0 > 5587a000-5588a000 rwxp 00000000 03:05 41024 /dev/zero > 5588a000-5588b000 rwxp 00000000 03:05 41024 /dev/zero > 5588b000-5588c000 rwxp 00000000 03:05 41024 /dev/zero > 5588c000-5588d000 rwxp 00000000 03:05 41024 /dev/zero > 5588d000-5588e000 rwxp 00000000 03:05 41024 /dev/zero > 5588e000-5588f000 rwxp 00000000 03:05 41024 /dev/zero > 5588f000-55890000 rwxp 00000000 03:05 41024 /dev/zero > > Local Time = Fri Mar 14 17:13:26 2003 > Elapsed Time = 3 > # > # The exception above was detected in native code outside the VM > # > # Java VM: Java HotSpot(TM) Client VM (Blackdown-1.4.1-01 mixed mode) > # |
From: Daniel B. <da...@gm...> - 2003-03-14 16:35:39
|
Hi, thx for your answer. Shortly after sending my mail i was successfull with changing HOME_LIB_DIR= ./lib DEST_CLASSES_DIR= . JAR_DESTS= /usr/local/src/GL4Java/gl4java in the symbols.mak file. With this settings the make file of gl4java runs fine, all java and c programs were compiled correctly and stored under the /user/local/src/GL4Java directory tree. So i am happy again concerning the compiling :) But my beginning problem, the reason why i wanted to compile gl4java myself is still the same :( When i start any program using gl4java it crashes probably caused by my nvidia driver. The output is the following ... An unexpected exception has been detected in native code outside the VM. Unexpected Signal : 11 occurred at PC=0x4CE15188 Function=__nvsym17103+0x0 Library=/usr/lib/libGL.so ... I've attached the created error log file, which contains the hole stack trace. I am using the latest nvidia driver for linux 32bit (4191) and my card is a common geforce2. I already sent an email to nvidia but i didn't get response since yet. Did anyone had an related problem and knows how to solve this? Or does anyone have an idea, what i can try else? thx in advance & best regards Daniel |
From: Pepijn V. E. <pep...@lu...> - 2003-03-14 15:30:15
|
I don't know if you've followed the discussion in the development group... One of the things I want to change in GL4Java is the build script. I haven't started on that yet because I'm having some difficulties with my employer related to intellectual property ownership. Anyway personally I got gl4java to compile by tweaking the makefile and the symbols.mak file. You can set the destination directories to some directory under the gl4java build dir, which should solve your problem. I also encountered a problem with running javah. The classpath was not properly set in the makefile causing it to fail. Again modifying the symbols file fixed this. I've attached my local version. It is for windows, but it should give you an idea... Hope this helps. Pepijn Van Eeckhoudt Daniel Brunthaler wrote: > hi, > > just tried to compile gl4java (in Linux) but i've somewhat big problems. I've > read in the archive of some successful compilations, but i can't comprehend, > how you did that. Think, the makefile is somewhat ... ahm let us call it - > not perfect at all. > I am wondering why 'make x11' is trying to write all kinds of files to > directories outside the compilation directory. If compiling fails the crap of > compilation spreads over my file system, apart from that some rm cmds are not > correct too. For example make tries to remove my /usr/local/lib directory ... > > rm -f /usr/local/lib /libGL4JavaJauGljJNI13tst.* > rm: cannot remove `/usr/local/lib': Is a directory > make: *** [/usr/local/lib] Error 1 > > That's not really kewl at all ... > So my question is, how did the people, who stated the successfull compilation, > accomplish that? Became root and disregard, what the script does? > > greetz > Daniel > > > ------------------------------------------------------- > This SF.net email is sponsored by:Crypto Challenge is now open! > Get cracking and register here for some mind boggling fun and > the chance of winning an Apple iPod: > http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0031en > _______________________________________________ > gl4java-usergroup mailing list > gl4...@li... > https://lists.sourceforge.net/lists/listinfo/gl4java-usergroup > |