I’m not sure if this is a JOGL specific problem, but I do know that applets seem to load up fast enough when I’m not using JOGL to avoid this problem. What happens, is the Java loader pops up, then disappears and the screen stays white for an extended period of time before the game finally loads up, which generally seems to take about 15-20 minutes. I’m on high speed internet, and the size of all the files for the game are around 3 MB, so a 15 minute load time strikes me as a bit off.
I’ve even had times where the applet never loads at all, and this behavior is the same on the 3 different computers I’ve been testing on.
I thought that maybe I needed to implement a class loader or something like that, but after doing a few more tests the problem almost seems to be more. In my applet init function, I added a message popup. When the applet launches in browser, the popup appears almost immediately. But, If I leave the popup up, after about 30 seconds the popup disappears and the Java frame goes white. I’ve put more popups after the first one, and none of them pop up after it turns white, which seems to signal that nothing is actually happening while the screen is white. I’ve also set up a threaded asset loader, and the GLCanvas is supposed to be painted black immediately when it’s initialized, which doesn’t happen.
What could I be doing that’s causing this?
EDIT: I actually managed to fix the crash error, but now I’m back to an older problem of incredibly long loading times. I’ve set up popup messages, and the GLCanvas initializes fairly quick, and the first display call is called quickly, but then there are incredible amounts of time between each display call( 1-5 minutes ). Interestingly enough display is getting called whenever I change focus away from the applet (open a different tab, etc).