LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro

no exceptions? nothing in xorgs logs?
thats going to be mighty hard to fix :slight_smile:

The revision 2964 works ;D but not the revision 2965:

[quote][julien@julien LWJGL]$ svn up -r 2964
U src/java/org/lwjgl/opengl/Display.java
Actualisé à la révision 2964.
[julien@julien LWJGL]$ svn up -r 2965
U src/java/org/lwjgl/opengl/Display.java
Actualisé à la révision 2965.
[/quote]
Is it easy to fix? There is only one file that has been modified. Can I do something?

[quote][julien@julien LWJGL]$ diff /home/julien/Desktop/Display.java.2964 /home/julien/Desktop/Display.java.2965
785,792d784
< // Put the window into orthographic projection mode with 1:1 pixel ratio.
< // We haven’t used GLU here to do this to avoid an unnecessary dependency.
< GL11.glMatrixMode(GL11.GL_PROJECTION);
< GL11.glLoadIdentity();
< GL11.glOrtho(0.0, current_mode.getWidth(), 0.0, current_mode.getHeight(), -1.0, 1.0);
< GL11.glMatrixMode(GL11.GL_MODELVIEW);
< GL11.glLoadIdentity();
< GL11.glViewport(0, 0, current_mode.getWidth(), current_mode.getHeight());
[/quote]
Edit.: don’t forget to update the documentation, the static development package of libxxf86vm is required to compile LWJGL under Linux.

As I mentioned earlier, the 2D ortho stuff was removed from Display but the examples wasn’t updated. You can take the GL11 init code and put it in the test code and it should work again.

  • elias

The source code that I quoted had been added or removed into the revision 2965? I’m a bit confused sorry ??? Are you going to update the LWJGL nightly build to fix this bug?

Hum, I just now saw that the spaceinvaders game doesn’t work for you in the latest revision. It works for me, but I’m not sure what’s causing the problem at your end. Does anything work? glClear to red for example?

  • elias

It seems to be clear, the modification in the revision 2965 in org.lwjgl.opengl.Display broke Space Invaders here.

Try the latest revision, I’ve added some init code to the spaceinvaders example.

  • elias

It works fine now ;D Thanks.

One of my testers will try LWJGL with an ATI Rage Pro and and ATI Radeon 7500 under Linux with a fglrx driver, it should work fine.

So the entire time you’ve been bitching and moaning about LWJGL being “unreliable” is basically just down to an out-of-date example? ::slight_smile: Every time that you’ve replied to saying “it is LWJGL, it does not work on my pc” you’ve basically just been assuming that based on a single failing app?

No. Puppy games tore my desktop, my task bar became strange, I sent a screenshot to princec. Some (but not all) games using the latest version of LWJGL had the same symptom (black screen). I have some other problems with Stardust… When I used Jake 2 LWJGL version under Windows with a crappy VIA chip, it crashed after 15 minutes and the whole resolution had not been reset, all colors were strange (like a rainbow). Do you want some more examples? There are some invalid enum errors on some machines, someone spoke about it on the JME forum, I don’t find the thread, I will have to look for it later.

However, I considered the black screen bug as a blocking bug as it did not allow to play with the games. The “torn task bar” bug is a bit annoying but it does not prevent me from playing with LWJGL games.

Older apps didnt always call update() on the Display when the window was out of focus.
this would probably be causing the blocking bug. As in order to get the state change to determine if the window is visible an update needs to be called (not true of older versions).

I experienced this problem in my apps.

In the minimized case, Display.processMessages() is enough.

  • elias