java.lang.OutOfMemoryError

Ok,
Let me ask my question with a code sample.
This is Lesson 5, and I modified it for the mouse events.
It works fine except I do two things together:

  1. Add (line 13) “canvas.setGL(new DebugGL(canvas.getGL()));”
  2. Add (line 154) “gl.glInitNames();”

then get “java.lang.OutOfMemoryError”, actually not crashing but freezes for a considerable time.

Any hint is deeply appreciated.
Thanks.


import java.awt.;
import java.awt.event.
;
import net.java.games.jogl.;
import net.java.games.jogl.util.
;

public class Lesson05 {

public static void main(String[] args) {
Frame frame = new Frame(“Lesson 5: 3D Shapes”);
GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new
GLCapabilities());
canvas.setGL(new DebugGL(canvas.getGL()));
L_5_Renderer r = new L_5_Renderer();
canvas.addGLEventListener®;
canvas.addKeyListener®;
canvas.addMouseMotionListener®;
canvas.addMouseListener®;
frame.add(canvas);
frame.setSize(640, 480);
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
frame.show();
canvas.requestFocus();
}

static class L_5_Renderer
implements GLEventListener,
KeyListener, MouseMotionListener, MouseListener {
GL gl;
GLU glu;
private float rquadX = 0.0f;
private float rtriX = 0.0f;
private float rquadY = 0.0f;
private float rtriY = 0.0f;
private float rquadZ = 0.0f;

public void init(GLDrawable gLDrawable) {

  gl = gLDrawable.getGL();
  glu = gLDrawable.getGLU();

  gl.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading
  gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
  gl.glClearDepth(1.0f); // Depth Buffer Setup
  gl.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing
  gl.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do
  gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // Really Nice Perspective Calculations
}

public void reshape(GLDrawable gLDrawable, int x, int y, int width,
                    int height) {
  if (height <= 0) { // avoid a divide by zero error!
    height = 1;
  }
  final float h = (float) width / (float) height;
  gl.glViewport(0, 0, width, height);
  gl.glMatrixMode(GL.GL_PROJECTION);
  gl.glLoadIdentity();
  glu.gluPerspective(45.0f, h, 1.0, 20.0);
  gl.glMatrixMode(GL.GL_MODELVIEW);
  gl.glLoadIdentity();
}

public void display(GLDrawable gLDrawable) {
  gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
  gl.glLoadIdentity();
  gl.glTranslatef(0.0f, 0.0f, -6.0f);
  gl.glRotatef(rquadX, 0.0f, 1.0f, 0.0f);
  gl.glRotatef(rquadY, 1.0f, 0.0f, 0.0f);
  gl.glRotatef(rquadZ, 0.0f, 0.0f, 1.0f);
  //Rotate end....
  gl.glBegin(GL.GL_QUADS); // Draw A Quad
  gl.glColor3f(0.0f, 1.0f, 0.0f); // Set The Color To Green
  gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top)
  gl.glVertex3f( -1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Top)
  gl.glVertex3f( -1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
  gl.glVertex3f(1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
  gl.glColor3f(1.0f, 0.5f, 0.0f); // Set The Color To Orange
  gl.glVertex3f(1.0f, -1.0f, 1.0f); // Top Right Of The Quad (Bottom)
  gl.glVertex3f( -1.0f, -1.0f, 1.0f); // Top Left Of The Quad (Bottom)
  gl.glVertex3f( -1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Bottom)
  gl.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Bottom)
  gl.glColor3f(1.0f, 0.0f, 0.0f); // Set The Color To Red
  gl.glVertex3f(1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
  gl.glVertex3f( -1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
  gl.glVertex3f( -1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad (Front)
  gl.glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Front)
  gl.glColor3f(1.0f, 1.0f, 0.0f); // Set The Color To Yellow
  gl.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Back)
  gl.glVertex3f( -1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Back)
  gl.glVertex3f( -1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Back)
  gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Back)
  gl.glColor3f(0.0f, 0.0f, 1.0f); // Set The Color To Blue
  gl.glVertex3f( -1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
  gl.glVertex3f( -1.0f, 1.0f, -1.0f); // Top Left Of The Quad (Left)
  gl.glVertex3f( -1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Left)
  gl.glVertex3f( -1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Left)
  gl.glColor3f(1.0f, 0.0f, 1.0f); // Set The Color To Violet
  gl.glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Right)
  gl.glVertex3f(1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
  gl.glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad (Right)
  gl.glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Right)
  gl.glEnd(); // Done Drawing The Quad
  gl.glFlush();
}

public void displayChanged(GLDrawable gLDrawable, boolean modeChanged,
                           boolean deviceChanged) {
}

public void keyPressed(KeyEvent e) {
  if (e.getKeyCode() == KeyEvent.VK_ESCAPE) {
    System.exit(0);
  }
}
public void keyReleased(KeyEvent e) {}
public void keyTyped(KeyEvent e) {}
private int prevMouseX, prevMouseY;
private boolean mouseRButtonDown = false;

public void mouseDragged(MouseEvent e) {
  int x = e.getX();
  int y = e.getY();

  Dimension size = e.getComponent().getSize();
  GLCanvas canvas = (GLCanvas) e.getSource();
  canvas.repaint();
  //System.out.println(size.width + " " + size.height);

  float thetaX = 360.0f * (float) (x - prevMouseX) / (float) size.width;
  float thetaY = 360.0f * (float) ( -prevMouseY + y) / (float) size.height;

  prevMouseX = x;
  prevMouseY = y;

  rquadX += thetaX;
  rtriX += thetaX;
  rquadY += thetaY;
  rtriY += thetaY;
}

public void mouseMoved(MouseEvent e) {
}
// Methods required for the implementation of MouseListener
public void mouseEntered(MouseEvent e) {}
public void mouseExited(MouseEvent e) {}
public void mousePressed(MouseEvent e) {
  prevMouseX = e.getX();
  prevMouseY = e.getY();
  gl.glInitNames();
}
public void mouseReleased(MouseEvent e) {
}
public void mouseClicked(MouseEvent e) {}

}
}

You can’t call gl.glInitNames from the event thread. All OpenGL calls must be made from within glDisplay. On JOGL’s main page there is a users manual that has a section of threading.

Thanks.