Hello everybody !
Is there any JSR-231 branch of the JOGL tree build preview to be released in the near future ?
:
Hello everybody !
Is there any JSR-231 branch of the JOGL tree build preview to be released in the near future ?
:
We’re working on getting there as quickly as we can. Hopefully we’ll have something available within a couple of weeks. In the meantime you can always check out the JSR-231 branch from the JOGL tree and build it yourself. I’m personally only building that branch at this point and it’s looking pretty robust and full-featured at this point. We have some exciting news around the interoperability of Java2D and JOGL which we’ll announce with the first JSR-231 build.
Sounds intressting… could we hope that it is a solution to old and famous heavy vs light weight problem.
// Tomas
Hello,
Thanks Ken for the answer, it looks promising…
I’ve built the JSR-231 branch, the build have succeeded.
I’ve try to use the repaint() method of the GLAutoDrawable class to draw screen in my own thread.
But nothing appened and the screen stay black.
Does, with jsr-231 implementation, the advised use of GLAutoDrawable is to simply create a canvas with the DrawableFactory and call repaint() method after some gl instructions? I’ve didn’t found any infos on this implementation.
What happens if you call display() instead of repaint()? We added repaint() to the interface only recently to fix some deadlock issues when changing the internal threading model for the GLAutoDrawable.
The GLEventListener mechanism is very similar to the current JOGL except that the old GLDrawable has been renamed to GLAutoDrawable and there is a new GLDrawable interface with new and different functionality. Have you recompiled your application against your JSR-231 workspace? Are you sure you aren’t getting NoSuchMethodErrors thrown?
If I use the display() method instead of repaint(), the screen stay black too.
I think you’re not using the GLAutoDrawable correctly. You add a GLEventListener to it which contains your GL calls in your init(), display(), and reshape() methods. Calls to GLCanvas.display() will call your code as callbacks.