Hi. I just found out about nightly builds, and decided to try the Windows one to see if it differs from the September binary I’ve been using. (I still haven’t been able to build with win32.vc6 or win32.vc7.)
With the September binary, I have some issues with threading to work out. We’ve got a complex system that puts OpenGL rendering into a separate thread. In the GLEventListener.display() method that comes from AWT, I tell the thread to do some rendering and return. In the rendering thread, I do a setNoAutoRedrawMode(false) and setRenderingThread(Thread.currentThread), then call GLCanvas.display(). I’ve got a callback interface that I use to go to my rendering, rather than telling the renderer thread to go again. Every now and then, I have a hang, because of synchronized methods inside GLContext.
I can mostly get around them by not allowing auto redraws until I’ve made a picture for the last one (one pass through display() as AWT, followed by one as my rendering thread). I’m afraid I’ll lose an update at some point, and there are further complications which might still lead to a hang.
So I was hoping that the more recent build would have something to help. I can’t point to a Jogl problem, however–it seems it is an effect of the design.
Anway, I get one picture, but when I try to make more, I get a GLException complaining of an error swapping buffers.
Can I get more info about that error? I see a glGetError(), but I’m looking for a Windows (wgl, specifically, I think) error, rather than an OpenGL error.
I’m interested in help on the threading stuff, or what might be the difference between the September build and the current nightly, or on how to find out why the swap buffer failed.
I haven’t really looked at the demos, assuming they are there to show off OpenGL abilities, rather than architectures using Jogl. If one of those is intended to show a more complex interaction with rendering threads, etc, please suggest it to me. (I guess it is time to take a look, anyway…)
thanks
andy