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authorKenneth Russel <[email protected]>2006-02-11 09:10:53 +0000
committerKenneth Russel <[email protected]>2006-02-11 09:10:53 +0000
commita94644036bfcf0792aece52910dc32dda556d002 (patch)
tree0e5ae031bc4fbd1f025d39a42e1bba4144c9e2f6 /src/native
parentf94cb4c86f3d136364aa722514865caa85824da3 (diff)
Completion of initial work on FBO support in Java2D/JOGL bridge.
Discovered it was necessary to re-attach the color and depth renderbuffers to the FBO in JOGL's context, even though it shared textures and display lists with Java2D's context; this may be a driver problem and merits further investigation. Found it was also necessary to create a new depth renderbuffer; apparently could not use Java2D's. This is almost certainly a driver bug. At this point, with the forthcoming planned changes to Mustang, JOGL works when -Dsun.java2d.opengl.fbobject=true is specified. Problems remain with the HWShadowmapsSimple (extremely slow performance) and InfiniteShadowVolumes (throws exception because of inability to share textures and display lists between pbuffer's context with stencil buffer and Java2D's context) demos. Worked around earlier exceptions with InfiniteShadowvolumes demo by avoiding sharing textures and display lists with dummy GLContexts. Changed build to produce DebugGL and TraceGL earlier so they can be used in e.g. GLJPanel. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@599 232f8b59-042b-4e1e-8c03-345bb8c30851
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