Issues with GL worker thread

Hi,

I understand the default is now to run all GL in a dedicated worker thread which can be overridden with ‘-Dopengl.1thread=awt’.

Anyway I just wanted to say I’m experiencing some severe issues (present in beta4, and possibly in earlier builds), ranging from repaint issues (blank views) to the fact that calling GLCanvas.display() is no longer a blocking method. Our animation code relies on it to block. Also we get the repaint issues when there’s more than one GLCanvas present; pretty much all the relevant code in our app is run from the EDT. These problems go only if I switch over to the ‘awt’ threading option, see above.

Sorry if this is all a bit vague, but I’m wondering if anyone else has seen this behaviour? I’m running Windows XP Professional, 32-bit. Various different systems exhibit the above problems. I am using a DebugGL, and ‘-Dsun.java2d.noddraw=true’.

Will try to isolate the problem and produce a test case, whenever I get some time…

Thanks,
Matt.

I don’t know if you saw the announcement for beta 4 in this thread but we actually had to switch away from the GL worker thread back to using the AWT event dispatch thread. The main reason for this was unavoidable deadlocks on X11 platforms, though other issues were seen on both Mac OS X and Windows.

GLCanvas.display() definitely still blocks. No behavior changes there.

If your problems were really being caused by the presence of the GL worker thread then they should be gone in beta 4. Could you please re-verify you were using the right jogl.jar file for your tests with that build?

Yeah you’re right, if I don’t specify the threading flag, it defaults to AWT in beta 4 and that behaves well! :slight_smile:

Matt