How on earth do I stop my Applet from flickering

I think it is just sort of a killing the messenger kind of thing, and being frustrated at the problem and maybe leaking some of that frustration into the conversation.

In the end, Apple is slowly killing Java applets >:(

Sorry didn’t mean to imply your response was unwanted. I’m just pretty miffed at how hard it seems to be to get a consistant experience across platforms. Especially since your setup appears to be near identical to mine.

Welcome to Java!

Same exact result. Chrome, win7.

(build 1.6.0_26-b03)

I didn’t mean to insult anyone who favors Macs (AKA “I’ll buy anything that’s shiny and made by Apple!” xDDDDD), but game support on Macs has always been pretty bad in my experience. Considering the really old version of OpenGL supported by Macs along with the bugs I hear about all the time, it just isn’t worth my time to look into it as a person interested in graphics programming. I am in no way fanboying Windows here, I’m just saying that at least I can haz tessellation, texture arrays and samplers and multisampling coverage masks in my shaders there.

Well that is if the user is running a decent graphics card with decent OpenGL support too :wink:

NVidia drivers are (mostly) excellent these days, and can even ignore/workaround OpenGL bugs in your code. The Intel chipsets and drivers are also no where near as bad as they used to be.

My experience with Radeon is limited to the antique Radeon card in my family’s old computer. It had FBO support, but it apparently couldn’t handle colors in them. I have no idea what the hell was going on, and I never even bothered to investigate such a ridiculous bug. xD
Nah, I haven’t found any really serious bugs yet in any drivers today. Granted I’ve been ignoring Intel, but Radeon and NVidia is fine. I do have a few bugs concerning antialiasing though. Reading sample positions when using driver forced antialiasing will give you some very interesting positions. Multisampled HDR FBO rendering is limited to 4xMSAA Retested it, and it’s fixed in the latest drivers. For some reason, the driver reports that “16xMSAA” is available, but when you use it it gives you 2x2 OGSSAA + 4xMSAA. “32xMSAA” is also available, being 2x2 OGSSAA + 8xMSAA. Coverage sampling also works. The funny thing is that this is only with FBOs.

There are some bugs with getting antialiasing on the main screen buffer (Display.create()). The only coverage sample mode supported is 32xCSAA (based on 8xMSAA). Everything under that just gives the number of coverage samples requested as color samples, e.g. if I say 4 color, 16 coverage (=16xQ) I get 16xMSAA (see above). It works if I force it through my drivers though. Could be either the OpenGL driver or LWJGL. The .withCoverageSamples() methods seem very unreliable.

I have found that if I’m using an image as a buffer, adding

setIgnoreRepaint(true);

to init() stops people complaining about flickering (and freezing) when I don’t even experience it on my machine.