Error swapping buffers and glTexParameteri

Hi!

I have started testing my app on different pcs now, and encountered the following GLException several times:
Error swapping buffers:
Exception in thread “AWT-EventQueue-2” javax.media.opengl.GLException: Error
swapping buffers
at
com.sun.opengl.impl.windows.WindowsOnscreenGLDrawable.swapBuffers(WindowsOnscreenGLDrawable.java:132)
at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:197)
at
javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:412)
at javax.media.opengl.GLCanvas.display(GLCanvas.java:244)

Well, as already mentioned in this forum, I tried to track the error down:

First of all, the pc that produces this error has

GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true,
DepthBits: 32, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum:
16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 16, Multisample: false ]
AutoSwapBufferMode: true
Vendor: S3 Graphics
Renderer: VIA/S3G UniChrome IGP/MMX/SSE
Version: 1.2
Extensions: GL_ARB_point_parameters GL_ARB_multitexture GL_EXT_blend_color
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_ARB_texture_env_combine
GL_EXT_texture_env_combine GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3
GL_ARB_texture_env_add GL_EXT_texture_env_add GL_EXT_secondary_color
GL_EXT_texture_lod_bias GL_ARB_texture_mirrored_repeat GL_EXT_stencil_wrap
GL_EXT_fog_coord GL_ARB_transpose_matrix GL_EXT_separate_specular_color
GL_EXT_rescale_normal GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra
GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_vertex_array
GL_EXT_compiled_vertex_array GL_WIN_swap_hint GL_EXT_draw_range_elements

BUT now:
When I activate a DebugGL, I can find an exception in
Exception in thread “AWT-EventQueue-2” javax.media.opengl.GLException:
glGetError() returned the following error codes after a call to
glTexParameteri(): GL_INVALID_ENUM
at javax.media.opengl.DebugGL.checkGLGetError(DebugGL.java:12715)
at javax.media.opengl.DebugGL.glTexParameteri(DebugGL.java:9106)
at com.sun.opengl.util.texture.Texture.updateImage(Texture.java:596)
at com.sun.opengl.util.texture.Texture.updateImage(Texture.java:381)
at com.sun.opengl.util.texture.Texture.(Texture.java:182)
at com.sun.opengl.util.texture.TextureIO.newTexture(TextureIO.java:445)

What actually happens there is that glTexParameteri is called with argument CLAMP_TO_EDGE.
According to the OpenGL spec, this feature was introduced with version 1.2, which is supported by the installed graphics card, see some lines above.

The thing is, that I want to deploy a stable application, not a program that work on some pcs.
So I would be interested in finding out why this error occurs.

Thank you very much for your support and help in advance,
with the very best regards,
Oliver

Sorry for pushing this topic on top again.
But this is still unsolved.
I’m not a professional concerning open gl problems.
Perhaps you can help me.
Meanwhile I tested the concerned pc with other opengl apps (not relying on JOGL or java) and everything works fine there.

PLEASE HELP!

Oliver

We might be able to help more if you shared some of the pertinent code.

[quote]The thing is, that I want to deploy a stable application, not a program that work on some pcs.
So I would be interested in finding out why this error occurs.
[/quote]
Unfortunately Unichrome and stable don’t exactly go together, thankfully they are fairly rare. In comparison the much complained about Intel IGPs are stunningly compatible and feature rich(and VERY common).

[quote]Vendor: S3 Graphics
Renderer: VIA/S3G UniChrome IGP/MMX/SSE
Version: 1.2
[/quote]

Hmmm.
First of all, thank you for your reply!

I now figured out, that if I turn hardware acceleration in Windows gobally off (display settings…),
then the error does not appear. Also, not the VIA S3 Unichome graphics card is reproted, but the windows gdi generic one.
And again, then the error does not appear.

I am now trying to catch these cases:
If in my display function an GLExeception is thrown, I would like to change the GLCapabilities of my GLCanvas to turn the hardware acceleration off. But I have not found a way to do this, by now.

[Edit]
I found a workaround, see http://www.java-gaming.org/index.php/topic,18834.0.html

Thanks,
and best regards,
Oliver