I’ve got a program that is very multithreaded, but I’ve tweaked it to the point where it will work on Windows, Mac, and Linux just fine, but the catch is that if any of those cards are using an ATI card, one of the JOGL threads becomes greedy and freezes the program. The only remedy for this problem I’ve found is to regress back to 1.1-b03 where it did work on ATI cards. Can we make the latest version compatible with ATI cards like 1.1-b03 was? Or is there some workaround in my multithreading that I should do to fix the problem?
With the release of beta 4 there was an “ATI workaround” path added to JOGL that only makes the GLDrawable context current from the AWT Event Queue. If you use your own thread/clocking code then things don’t work.
It broke my project Auriga3D.
Try adding the following on the command line with the latest beta:
-Dati_workaround=false
What kind of problems are you experiencing specifically? Are they related to the use of Animator class?
No, I’m not using the animator class. It has to do with the drawing thread freezing on systems with ATI card. I cannot tell which thread exactly is the problem, but I know it’s not any of the ones I’ve written
As mentioned above, could you specify the system property -DATI_WORKAROUND=false on the command line and see whether that changes the behavior?