My program is currently a bit too large to post here, but I’ll see if I can get a test case put together. Using the code from the supported video card thread, I’m getting the following results from my display() method:
String vendor = gl.glGetString(GL.GL_VENDOR);
System.out.println("Vendor: " + vendor);
String renderer = gl.glGetString(GL.GL_RENDERER);
System.out.println("Renderer: " + renderer);
Vendor: NVIDIA Corporation
Renderer: Quadro FX 500/FX 600/AGP/SSE2
My GLCapabilities are the defaults:
GLCapabilities [
DoubleBuffered: true,
Stereo: false,
HardwareAccelerated: true,
DepthBits: 24,
StencilBits: 0,
Red: 8,
Green: 8,
Blue: 8,
Alpha: 0,
Red Accum: 0,
Green Accum: 0,
Blue Accum: 0,
Alpha Accum: 0 ]
Taking a second look at this, if I want to use alpha blending, should I set Alpha to 8 when I create my canvas? If I later want to use the accumulation buffer, do I need to set Red Accum, etc? Could I get a 32 bit depth buffer by setting DepthBits = 32?
Running java -Djogl.verbose demos.printext.PrintExt gives me the below:
GL vendor: NVIDIA Corporation
GL version: 2.0.0
GL renderer: Quadro FX 500/FX 600/AGP/SSE2
GL extensions:
GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_half_float_pixel GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_shadow
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle
GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays GL_EXT_packed_pixels
GL_EXT_paletted_texture GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_shared_texture_palette
GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object
GL_EXT_vertex_array GL_HP_occlusion_test
GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp
GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_texgen_reflection
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle
GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
GL_WIN_swap_hint WGL_EXT_swap_control
GL_Autodesk_valid_back_buffer_hint
JOGL version 1.1.1
Using single-threaded workaround of dispatching display() on event thread
When I run JGears or the VBO example in a large window, it does run quickly, so I’m suspecting I’ve set up something incorrectly.
Mark McKay