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authorKenneth Russel <[email protected]>2005-05-07 00:45:19 +0000
committerKenneth Russel <[email protected]>2005-05-07 00:45:19 +0000
commitc5640e88c4aade6fed25dfef302ca29968e02573 (patch)
treefcb44db9d876dabcc543cd21329acf827c130a08 /src/net/java/games/jogl/impl
parentbf3544c279ea1734dfed827c1fdbe7fa7ca9dbad (diff)
Fixed Issue 151: starting up the Animator before the GLJPanel has been shown result in an error
The root cause of this error was the fact that WindowsPbufferGLContext.destroyImpl() uses WGL extensions to clean up resources associated with the pbuffer. Because these extensions are in the public WGL interface, they are wrapped by the DebugGL. However, an OpenGL context is not current at the time these routines are called, and it is illegal to call glGetError() at those points. The DebugGL pipeline was implicitly calling glGetError() after each of those calls, leading to the failure. This bug unmasked a couple of others. The code in the DebugGL needed a recursion count to make sure that glGetError() didn't get called in an infinite loop. Also, as a side effect of the fix for Issue 160, calling getGL() on the GLJPanel outside of GLEventListener.init() was causing a NullPointerException to be thrown. The GLJPanel has been fixed to return null in this case, and the specification of GLDrawable.getGL() has been improved. In order to make the behavior between the GLCanvas and GLJPanel similar, the GL object is now reset in the GLDrawable each time the underlying OpenGL context is recreated. This allows end users to set up e.g. the DebugGL unconditionally in their GLEventListener.init() method. The JOGL demos have been changed to reflect this. The test case in the bug report will be updated with code similar to the originally submitted test case (i.e., the Animator is started early) but which now works. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@264 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl')
-rw-r--r--src/net/java/games/jogl/impl/GLContext.java6
-rw-r--r--src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java5
2 files changed, 10 insertions, 1 deletions
diff --git a/src/net/java/games/jogl/impl/GLContext.java b/src/net/java/games/jogl/impl/GLContext.java
index 318ff24a2..e2f591278 100644
--- a/src/net/java/games/jogl/impl/GLContext.java
+++ b/src/net/java/games/jogl/impl/GLContext.java
@@ -484,6 +484,12 @@ public abstract class GLContext {
* the definition of "available".
*/
protected void resetGLFunctionAvailability() {
+ // In order to be able to allow the user to uniformly install the
+ // debug and trace pipelines in their GLEventListener.init()
+ // method (for both GLCanvas and GLJPanel), we need to reset the
+ // actual GL object in the GLDrawable as well
+ setGL(createGL());
+
functionAvailability.flush();
if (!haveResetGLUProcAddressTable) {
if (DEBUG) {
diff --git a/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java
index f0ce74d9d..b0a164f26 100644
--- a/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java
+++ b/src/net/java/games/jogl/impl/windows/WindowsPbufferGLContext.java
@@ -432,7 +432,10 @@ public class WindowsPbufferGLContext extends WindowsGLContext {
if (hglrc != 0) {
super.destroyImpl();
// Must release DC and pbuffer
- GL gl = getGL();
+ // NOTE that since the context is not current, glGetError() can
+ // not be called here, so we skip the use of any composable
+ // pipelines
+ GL gl = createGL();
if (gl.wglReleasePbufferDCARB(buffer, hdc) == 0) {
throw new GLException("Error releasing pbuffer device context: error code " + WGL.GetLastError());
}