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authorKenneth Russel <[email protected]>2005-12-28 19:48:17 +0000
committerKenneth Russel <[email protected]>2005-12-28 19:48:17 +0000
commitbe22527200af0c94d1e2550fbeace2c6c7ab171e (patch)
treed7defecc7191ee4265a1167123ee021abed09f35 /src/classes/javax/media
parent7828fdfb84d067bccdd434b8418a04ed27eb3a39 (diff)
Removed references to JOGL from javax.media.opengl.Threading class
pointed out by Matzon on JOGL forum git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@503 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/javax/media')
-rwxr-xr-xsrc/classes/javax/media/opengl/Threading.java60
1 files changed, 31 insertions, 29 deletions
diff --git a/src/classes/javax/media/opengl/Threading.java b/src/classes/javax/media/opengl/Threading.java
index 28dc00b9c..54e39c1d7 100755
--- a/src/classes/javax/media/opengl/Threading.java
+++ b/src/classes/javax/media/opengl/Threading.java
@@ -64,7 +64,7 @@ import com.sun.opengl.impl.*;
Due to these limitations, and due to the inherent multithreading
in the Java platform (in particular, in the Abstract Window
Toolkit), it is necessary to limit the multithreading occurring in
- the typical application using the JOGL API. This has been done by
+ the typical application using the OpenGL API. This has been done by
forcing all OpenGL-related work for GLAutoDrawables on to a single
thread. In other words, if an application uses only the
GLAutoDrawable and GLEventListener callback mechanism, it is
@@ -78,11 +78,12 @@ import com.sun.opengl.impl.*;
require that the OpenGL context be made current on the current
thread immediately. For applications wishing to integrate better
with the single-threaded model, this class provides public access
- to the mechanism used by the JOGL implementation. Users can
- execute Runnables on the internal thread used for performing
- OpenGL work, and query whether the current thread is already this
- thread. Using these mechanisms the user can move work from the
- current thread on to the internal OpenGL thread if desired.
+ to the mechanism used by this implementation of the
+ javax.media.opengl APIs. Users can execute Runnables on the
+ internal thread used for performing OpenGL work, and query whether
+ the current thread is already this thread. Using these mechanisms
+ the user can move work from the current thread on to the internal
+ OpenGL thread if desired.
<P>
@@ -96,13 +97,13 @@ import com.sun.opengl.impl.*;
In addition to specifying programmatically whether the single
thread for OpenGL work is enabled, users may switch it on and off
- using the system property <code>jogl.1thread</code>. Valid values
+ using the system property <code>opengl.1thread</code>. Valid values
for this system property are:
<PRE>
- -Djogl.1thread=false Disable single-threading of OpenGL work
- -Djogl.1thread=true Enable single-threading of OpenGL work (default)
- -Djogl.1thread=auto Select default single-threading behavior (currently on)
+ -Dopengl.1thread=false Disable single-threading of OpenGL work
+ -Dopengl.1thread=true Enable single-threading of OpenGL work (default)
+ -Dopengl.1thread=auto Select default single-threading behavior (currently on)
</PRE>
*/
@@ -112,7 +113,7 @@ public class Threading {
static {
AccessController.doPrivileged(new PrivilegedAction() {
public Object run() {
- String workaround = System.getProperty("jogl.1thread");
+ String workaround = System.getProperty("opengl.1thread");
if (workaround != null && (!workaround.equals("auto"))) {
singleThreaded = Boolean.valueOf(workaround).booleanValue();
}
@@ -126,10 +127,11 @@ public class Threading {
private Threading() {}
/** Provides a mechanism for end users to disable the default
- single-threading of the JOGL implementation. Users are strongly
- discouraged from calling this method unless they are aware of
- all of the consequences and are prepared to enforce some amount
- of threading restrictions in their applications. Disabling this
+ single-threading of this implementation of the
+ javax.media.opengl APIs. Users are strongly discouraged from
+ calling this method unless they are aware of all of the
+ consequences and are prepared to enforce some amount of
+ threading restrictions in their applications. Disabling this
single-threading, for example, will have unintended consequences
on GLAutoDrawable implementations such as GLCanvas, GLJPanel and
GLPbuffer. Currently there is no supported way to re-enable it
@@ -138,20 +140,20 @@ public class Threading {
public static void disableSingleThreading() {
singleThreaded = false;
if (Debug.verbose()) {
- System.err.println("Application forced disabling of single-threading of JOGL implementation");
+ System.err.println("Application forced disabling of single-threading of javax.media.opengl implementation");
}
}
/** Indicates whether OpenGL work is being automatically forced to a
- single thread by the JOGL implementation. */
+ single thread. */
public static boolean isSingleThreaded() {
return singleThreaded;
}
/** Indicates whether the current thread is the single thread on
- which the JOGL implementation performs all of its OpenGL-related
- work. This method should only be called if the single-thread
- model is in effect. */
+ which this implementation of the javax.media.opengl APIs
+ performs all of its OpenGL-related work. This method should only
+ be called if the single-thread model is in effect. */
public static boolean isOpenGLThread() throws GLException {
if (!isSingleThreaded()) {
throw new GLException("Should only call this in single-threaded mode");
@@ -171,14 +173,14 @@ public class Threading {
}
/** Executes the passed Runnable on the single thread used for all
- OpenGL work in the JOGL implementation. It is not specified
- exactly which thread is used for this purpose. This method
- should only be called if the single-thread model is in use and
- if the current thread is not the OpenGL thread (i.e., if
- <code>isOpenGLThread()</code> returns false). It is up to the
- end user to check to see whether the current thread is the
- OpenGL thread and either execute the Runnable directly or
- perform the work inside it. */
+ OpenGL work in this javax.media.opengl API implementation. It is
+ not specified exactly which thread is used for this
+ purpose. This method should only be called if the single-thread
+ model is in use and if the current thread is not the OpenGL
+ thread (i.e., if <code>isOpenGLThread()</code> returns
+ false). It is up to the end user to check to see whether the
+ current thread is the OpenGL thread and either execute the
+ Runnable directly or perform the work inside it. */
public static void invokeOnOpenGLThread(Runnable r) throws GLException {
if (!isSingleThreaded()) {
throw new GLException ("Should only call this in single-threaded mode");
@@ -209,7 +211,7 @@ public class Threading {
private static void printWorkaroundNotice() {
if (singleThreaded && Debug.verbose()) {
- System.err.println("Using single thread for performing OpenGL work in JOGL implementation");
+ System.err.println("Using single thread for performing OpenGL work in javax.media.opengl implementation");
}
}
}