full screen, jogl and sun.java2d.noddraw weird bug

Hi,

I’ve created a standalone version of JackFlowers, and I’ve stumbled upon a strange bug I didn’t see before : when starting in full screen, with the -Dsun.java2d.noddraw=true set, the game takes too much space (I can see only the top-left part of the canvas, like if the screen rez change wasn’t taken into account).

When I remove the flag, everything is fine, 800x600 full screen.

Computer specs : NVIDIA Ge6600, Win XP, a lot of RAM and GHz
jogl version : latest 231 release and the one before.

As there’s xith3d in between, I haven’t yet created a smaller test case but will do it soon.

Lilian :slight_smile:

There is a bug in the -Dsun.java2d.noddraw=true full-screen path in the JDK where resize events aren’t properly sent to the full-screen window. The full-screen demos in the jogl-demos workspace have workarounds for this which you should be able to use. Let me know if you see problems with these workarounds. These bugs have finally been fixed in Mustang.

The workaround works on XP, but not on my mac (10.3)

Unfortunately there isn’t a JWS demo of fullscreen Gears on the jogl site so it’s not easy to check why it doesn’t work.

… I’m going to download and test locally.

EDIT : Hmm, the code hasn’t been ported to the latest jogl version. I’m going to find another workaround.

Lilian

Somebody else reported issues on OS X 10.4.5 with the full-screen JOGL demos. I think there is a problem with the current JOGL builds which may be 10.4 specific. I’m pretty swamped until the end of this week but will try to look into it ASAP afterward.