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authorKenneth Russel <[email protected]>2006-02-13 20:31:01 +0000
committerKenneth Russel <[email protected]>2006-02-13 20:31:01 +0000
commit5dee49ac7ee9869b17406430272ac0fc642f1179 (patch)
tree93addf6657e800a987bded16f25ec55ab2ea49bd /src/classes/javax/media/opengl/GLJPanel.java
parent33c8d8f296705d370a3ee33e3489f34ed44afa7f (diff)
Added workaround for apparent driver problem when FBOs are enabled in
the Java2D/JOGL bridge apparently causing exhaustion of VRAM git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@607 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/javax/media/opengl/GLJPanel.java')
-rw-r--r--src/classes/javax/media/opengl/GLJPanel.java16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/classes/javax/media/opengl/GLJPanel.java b/src/classes/javax/media/opengl/GLJPanel.java
index 65d47e65d..dbc5e432a 100644
--- a/src/classes/javax/media/opengl/GLJPanel.java
+++ b/src/classes/javax/media/opengl/GLJPanel.java
@@ -392,6 +392,17 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
return true;
}
+ private void postGL(Graphics g) {
+ if (Java2D.isFBOEnabled() &&
+ Java2D.getOGLSurfaceType(g) == Java2D.FBOBJECT) {
+ // Unbind the framebuffer from our context to work around
+ // apparent driver bugs or at least unspecified behavior causing
+ // OpenGL to run out of memory with certain cards and drivers
+ GL gl = joglContext.getGL();
+ gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
+ }
+ }
+
/** Overridden to cause OpenGL rendering to be performed during
repaint cycles. Subclasses which override this method must call
super.paintComponent() in their paintComponent() method in order
@@ -865,6 +876,9 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
}
}
drawableHelper.init(GLJPanel.this);
+ if (oglPipelineEnabled) {
+ postGL(g);
+ }
}
public void display(GLAutoDrawable drawable) {
@@ -1018,6 +1032,8 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
// rendering results, resulting in apparent mouse lag
GL gl = getGL();
gl.glFinish();
+
+ postGL(g);
}
}