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+<!DOCTYPE html PUBliC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+ <head>
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
+ <link href="../../../style.css" rel="stylesheet" type="text/css"/>
+ <title>JOGL Userguide</title>
+ </head>
+ <body>
+ <div id="container">
+ <div id="header">
+ <div id="slogan">JOGL Userguide</div>
+ <div id="logo"><a href="http://jogamp.org/">JOGL Userguide</a></div>
+ </div>
+ <div id="menu">
+ <ul>
+ <li><a href="http://jogamp.org/">Home</a></li>
+ <li><a href="../../../gluegen/www/">Gluegen</a></li>
+ <li><a href="../../../joal/www/">JOAL</a></li>
+ <li><a href="../../../jocl/www/">JOCL</a></li>
+ <li><a href="../../../jogl/www/">JOGL</a></li>
+ <li><a href="../../../demos/www/">Demos</a></li>
+ <li><a href="../../../wiki/">Wiki</a></li>
+ <li><a href="../../../deployment/jogl-next/javadoc_public/">JavaDoc</a></li>
+ </ul>
+ </div>
+ <div id="main">
+ <div id="text" class="fill">
+ <h2><font color="red">WARNING: This document has not been updated for a long time.</font></h2>
+ <br/>
+ <br/>
+<UL>
+
+ <LI> Overview
+ <LI> Developing with JOGL
+ <UL>
+ <LI> Building the source tree
+ <LI> Local installation for development
+ <LI> Java Web Start integration
+ <LI> Applet support
+ </UL>
+ <LI> GLDrawable and GLContext
+ <LI> Creating a GLAutoDrawable
+ <LI> Writing a GLEventListener
+ <LI> Using the Composable Pipeline
+ <LI> Heavyweight and Lightweight Issues
+ <LI> Multithreading Issues
+ <LI> Pbuffers
+ <LI> GLU
+ <LI> More Resources
+ <LI> Platform notes
+ <UL>
+ <LI> All Platforms
+ <LI> Windows
+ <LI> Linux
+ <LI> Solaris, Linux (X11 platforms)
+ <LI> Macintosh OS X
+ </UL>
+ <LI> Version History
+
+</UL>
+
+<H2> Overview </H2>
+
+<P>
+
+Jogl is a Java programming language binding for the OpenGL 3D graphics
+API. It supports integration with the Java platform's AWT and Swing
+widget sets while providing a minimal and easy-to-use API that handles
+many of the issues associated with building multithreaded OpenGL
+applications. Jogl provides access to the latest OpenGL routines
+(OpenGL 2.0 with vendor extensions) as well as platform-independent
+access to hardware-accelerated offscreen rendering ("pbuffers"). Jogl
+also provides some of the most popular features introduced by other
+Java bindings for OpenGL like GL4Java, LWJGL and Magician, including a
+composable pipeline model which can provide faster debugging for
+Java-based OpenGL applications than the analogous C program.
+
+</P>
+<P>
+
+Jogl was designed for the most recent versions of the Java platform
+and for this reason supports only J2SE 1.4 and later. It also only
+supports truecolor (15 bits per pixel and higher) rendering; it does
+not support color-indexed modes. It was designed with New I/O (NIO) in
+mind and uses NIO internally in the implementation. The Jogl binding
+is itself written almost completely in the Java programming language.
+There are roughly 150 lines of handwritten C code in the entire Jogl
+source base (100 of which work around bugs in older OpenGL drivers on
+Windows); the rest of the native code is autogenerated during the
+build process by a new tool called <a
+href="http://kenai.com/projects/gluegen/pages/Home/">GlueGen</a>, the source code of
+which is available from its own java.net project.
+
+</P>
+<P>
+
+The JOGL source tree in its current form is an experimental workspace
+for the <a href="http://jcp.org/en/jsr/detail?id=231">JSR-231</a> Java
+Bindings for OpenGL JSR. JOGL is not the official reference
+implementation, but an evolving workspace. Snapshots of the JOGL
+source tree are run through the JSR-231 Technology Compatibility Kit
+(TCK) to become the official reference implementation (RI). As of this
+writing the JSR has not been finalized, so the first official RI of
+the JSR has not yet been produced.
+
+</P>
+
+<H2> Developing with JOGL </H2>
+
+<H3> Building the source tree </H3>
+
+<P>
+
+Most developers using JOGL will download the most current
+<a href="http://download.java.net/media/jogl/builds/archive/">release build</a>.
+Separate instructions are available on how to
+<a href="http://download.java.net/media/jogl/doc/HowToBuild.html">build the source tree</a>.
+
+</P>
+
+<H3> Local installation for development </H3>
+
+<P>
+
+The JOGL distribution for developers comes in the form of a zip
+archive which contains the Java classes to call OpenGL from Java, as
+well as the associated JNI native libraries. JOGL depends on some
+run-time support classes and native code provided by the GlueGen
+project; these classes and native code are also provided in the zip
+bundles.
+
+</P>
+<P>
+
+If you are developing a new application which uses JOGL, download the
+zip archive for your platform (for example.,
+jogl-[version]-windows-i586.zip) and unzip it. Modify your CLASSPATH
+environment variable to include the full paths to jogl.all.jar,
+nativewindow.all.jar, gluegen-rt.jar, and optionally newt.all.jar; for
+example,
+".;C:\Some\Other\Package\foo.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\jogl.all.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\nativewindow.all.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\gluegen-rt.jar;C:\Users\myhome\jogl-[version]-windows-i586\lib\newt.all.jar".
+(If you did not previously set the CLASSPATH environment variable, you
+may want to make sure that ".", the current directory, is on your new
+CLASSPATH.) Modify your PATH environment variable (Windows),
+LD_LIBRARY_PATH environment variable (Solaris and Linux), or
+DYLD_LIBRARY_PATH environment variable (Mac OS X) to contain the full
+path to the "lib" directory; for example, on Windows, add
+"C:\Users\myhome\jogl-[version]-windows-i586\lib" to your PATH using
+the System control panel, Advanced tab, Environment Variables
+button. At this point your Java installation should be able to see the
+JOGL class files. Users of IDEs such as NetBeans and Eclipse should
+consult the IDE's documentation to see how to add jar files and native
+libraries to their current project.
+
+</P>
+<P>
+
+Note that the per-platform zip archives contain many more jar files
+than just the three or four mentioned above. The additional jars
+illustrate how JOGL may be partitioned to achieve a smaller deployment
+size, in particular on smaller devices.
+
+</P>
+<P>
+
+Dropping the JOGL jars and native libraries into the extension
+directory of the JRE is <b>strongly discouraged</b>. Doing so will
+cause conflicts with third-party applications launched via Java Web
+Start, and causes confusion later when upgrading the distribution.
+
+</P>
+<P>
+
+If you are on the Linux platform, please see the Linux-specific
+platform notes, below, with information on incompatibility between the
+JPackage Java RPMs and JOGL.
+
+</P>
+
+<H3> Java Web Start integration </H3>
+
+<P>
+
+The recommended distribution vehicle for applications using JOGL is
+Java Web Start. JOGL-based applications do not even need to be signed;
+all that is necessary is to reference the JOGL extension JNLP file.
+Because the JOGL jar files are signed, an unsigned application can
+reference the signed JOGL library and continue to run inside the
+sandbox.
+
+</P>
+<P>
+
+Please read <a href="../deployment/JOGL-DEPLOYMENT.html">JOGL Deployment</a>.
+
+<H3> Applet support </H3>
+
+<P>
+
+Lilian Chamontin, in conjunction with several other members of the
+JOGL community, has contributed a JOGL applet installer. This
+installer uses some clever tricks to allow deployment of unsigned
+applets which use JOGL into existing web browsers and JREs as far back
+as 1.4.2, which is the earliest version of Java supported by JOGL.
+
+</P>
+<P>
+
+The JOGLAppletInstaller is distributed inside jogl.jar as a utility
+class in com.jogamp.opengl.util. It requires that the developer host a
+local, signed copy of jogl.jar and all of the jogl-natives jars; the
+certificates must be the same on all of these jars. Note that in the
+release builds of JOGL all of these jars are signed by Sun
+Microsystems, so the developer can deploy applets without needing any
+certificates.
+
+</P>
+<P>
+
+The JOGLAppletInstaller javadoc describes the basic steps for
+deployment of an applet utilizing JOGL. Please refer to this
+documentation for more information. A live example of deploying an
+unsigned JOGL applet will be added to this documentation shortly once
+the first signed build of the JOGLAppletInstaller has been shipped.
+
+</P>
+
+<H2> GLDrawable and GLContext </H2>
+
+<P>
+
+The JSR-231 APIs specify interfaces two low-level OpenGL abstractions:
+drawables and contexts. An OpenGL drawable is effectively a surface
+upon which OpenGL rendering will be performed. In order to perform
+rendering, an OpenGL rendering context is needed. Contexts and
+drawables typically go hand-in-hand. More than one context may be
+created for a particular drawable. In the JSR-231 abstractions, a
+context is always associated with exactly one drawable.
+
+</P>
+<P>
+
+Most end users will not need to use these abstractions directly.
+However, when sharing textures, display lists and other OpenGL objects
+between widgets, the concrete identifier for the "namespace" for these
+objects is the GLContext.
+
+</P>
+
+<H2> Creating a GLAutoDrawable </H2>
+
+<P>
+
+Jogl provides two basic widgets into which OpenGL rendering can be
+performed. The GLCanvas is a heavyweight AWT widget which supports
+hardware acceleration and which is intended to be the primary widget
+used by applications. The GLJPanel is a fully Swing-compatible
+lightweight widget which supports hardware acceleration but which is
+not as fast as the GLCanvas because it typically reads back the frame
+buffer in order to draw it using Java2D. The GLJPanel is intended to
+provide 100% correct Swing integration in the circumstances where a
+GLCanvas can not be used. See <a href =
+"http://java.sun.com/products/jfc/tsc/articles/mixing/">this
+article</a> on <a href = "http://java.sun.com/products/jfc/tsc/">The
+Swing Connection</a> for more information about mixing lightweight and
+heavyweight widgets. See also the section on "Heavyweight and
+Lightweight Issues" below. Recent work in the Mustang release of the
+JDK has sped up the GLJPanel significantly when the Java2D OpenGL
+pipeline is enabled; see <a
+href="http://www.javagaming.org/forums/index.php?topic=10813.0">this
+forum discussion</a> for more details.
+
+</P>
+<P>
+
+Both the GLCanvas and GLJPanel implement a common interface called
+GLAutoDrawable so applications can switch between them with minimal
+code changes. The GLAutoDrawable interface provides
+
+<UL>
+
+ <LI> access to the GL object for calling OpenGL routines
+
+ <LI> a callback mechanism (GLEventListener) for performing OpenGL
+ rendering
+
+ <LI> a <CODE>display()</CODE> method for forcing OpenGL rendering to
+ be performed synchronously
+
+ <LI> AWT- and Swing-independent abstractions for getting and setting
+ the size of the widget and adding and removing event listeners
+
+</UL>
+
+</P>
+<P>
+
+When creating GLCanvas and GLJPanel instances, the user may request a
+certain set of OpenGL parameters in the form of a GLCapabilities
+object, customize the format selection algorithm by specifying a
+GLCapabilitiesChooser, share textures and display lists with other
+GLDrawables, and specify the display device on which the
+GLAutoDrawable will be created (GLCanvas only).
+
+</P>
+<P>
+
+A GLCapabilities object specifies the OpenGL parameters for a
+newly-created widget, such as the color, alpha,, z-buffer and
+accumulation buffer bit depths and whether the widget is
+double-buffered. The default capabilities are loosely specified but
+provide for truecolor RGB, a reasonably large depth buffer,
+double-buffered, with no alpha, stencil, or accumulation buffers.
+
+</P>
+<P>
+
+An application can override the default pixel format selection
+algorithm by providing a GLCapabilitiesChooser to the GLCanvas or
+GLJPanel constructor. (Not all platforms support the
+GLCapabilitiesChooser mechanism, however; it may be ignored, in
+particular on Mac OS X where pixel format selection is very different
+than on other platforms.) The chooseCapabilities method will be called
+with all of the available pixel formats as an array of GLCapabilities
+objects, as well as the index indicating the window system's
+recommended choice; it should return an integer index into this
+array. The DefaultGLCapabilitiesChooser uses the window system's
+recommendation when it is available, and otherwise attempts to use a
+platform-independent selection algorithm.
+
+</P>
+<P>
+
+The GLJPanel can be made non-opaque according to Swing's rendering
+model, so it can act as an overlay to other Swing or Java2D drawing.
+In order to enable this, set up your GLCapabilities object with a
+non-zero alpha depth (a common value is 8 bits) and call
+setOpaque(false) on the GLJPanel once it has been created. Java2D
+rendering underneath it will then show through areas where OpenGL has
+produced an alpha value less than 1.0. See the JGears and JRefract
+demos for examples of how to use this functionality.
+
+</P>
+
+<H2> Writing a GLEventListener </H2>
+
+<P>
+
+Applications implement the GLEventListener interface to perform OpenGL
+drawing via callbacks. When the methods of the GLEventListener are
+called, the underlying OpenGL context associated with the drawable is
+already current. The listener fetches the GL object out of the
+GLAutoDrawable and begins to perform rendering.
+
+</P>
+<P>
+
+The <CODE>init()</CODE> method is called when a new OpenGL context is
+created for the given GLAutoDrawable. Any display lists or textures
+used during the application's normal rendering loop can be safely
+initialized in <CODE>init()</CODE>. It is important to note that
+because the underlying AWT window may be destroyed and recreated while
+using the same GLCanvas and GLEventListener, the GLEventListener's
+<CODE>init()</CODE> method may be called more than once during the
+lifetime of the application. The init() method should therefore be
+kept as short as possible and only contain the OpenGL initialization
+required for the <CODE>display()</CODE> method to run properly. It is
+the responsibility of the application to keep track of how its various
+OpenGL contexts share display lists, textures and other OpenGL objects
+so they can be either be reinitialized or so that reinitialization can
+be skipped when the <CODE>init()</CODE> callback is called.
+
+</P>
+<P>
+
+Note also that the GLEventListener should be added to the
+GLAutoDrawable before the GLAutoDrawable is shown or rendered to for
+the first time. If this is not done, it is possible that the init()
+method will not be called on the GLEventListener. JOGL does not
+maintain internal state to keep track of whether init() has been
+called on a particular GLEventListener since the last time an OpenGL
+context was created for that GLAutoDrawable.
+
+</P>
+<P>
+
+The <CODE>display()</CODE> method is called to perform per-frame
+rendering. The <CODE>reshape()</CODE> method is called when the
+drawable has been resized; the default implementation automatically
+resizes the OpenGL viewport so often it is not necessary to do any
+work in this method. The <CODE>displayChanged()</CODE> method is
+designed to allow applications to support on-the-fly screen mode
+switching, but support for this is not yet implemented so the body of
+this method should remain empty.
+
+</P>
+<P>
+
+It is strongly recommended that applications always refetch the GL
+object out of the GLAutoDrawable upon each call to the
+<CODE>init()</CODE>, <CODE>display()</CODE> and <CODE>reshape()</CODE>
+methods and pass the GL object down on the stack to any drawing
+routines, as opposed to storing the GL in a field and referencing it
+from there. The reason is that multithreading issues inherent to the
+AWT toolkit make it difficult to reason about which threads certain
+operations are occurring on, and if the GL object is stored in a field
+it is unfortunately too easy to accidentally make OpenGL calls from a
+thread that does not have a current context. This will usually cause
+the application to crash. For more information please see the section
+on multithreading.
+
+</P>
+
+<H2> Using the Composable Pipeline </H2>
+
+<P>
+
+Jogl supports the "composable pipeline" paradigm introduced by the
+Magician Java binding for OpenGL. The DebugGL pipeline calls
+<CODE>glGetError</CODE> after each OpenGL call, reporting any errors
+found. It can greatly speed up development time because of its
+fine-grained error checking as opposed to the manual error checking
+usually required in OpenGL programs written in C. The TraceGL prints
+logging information upon each OpenGL call and is helpful when an
+application crash makes it difficult to see where the error occurred.
+
+</P>
+<P>
+
+To use these pipelines, call <CODE>GLAutoDrawable.setGL</CODE> at the
+beginning of the <CODE>init</CODE> method in your GLEventListener. For
+example,
+
+<PRE>
+class MyListener implements GLEventListener {
+ public void init(GLDrawable drawable) {
+ drawable.setGL(new DebugGL(drawable.getGL()));
+ // ...
+ }
+
+ // ...
+}
+</PRE>
+
+</P>
+<P>
+
+Note that the GLAutoDrawable.setGL() method simply calls setGL() on
+the default OpenGL context created by the GLAutoDrawable, so
+sophisticated applications creating their own OpenGL contexts can use
+the composable pipeline with these contexts by setting the GL object
+in the context object itself. The composable pipeline needs to be
+re-installed every time GLContext.makeCurrent() returns
+CONTEXT_CURRENT_NEW.
+
+</P>
+
+<H2> Heavyweight and Lightweight Issues </H2>
+
+<P>
+
+As mentioned above, JOGL supplies both a heavyweight (GLCanvas) and a
+lightweight (GLJPanel) widget to be able to provide the fastest
+possible performance for applications which need it as well as 100%
+correct Swing integration, again for applications which need it. The
+GLCanvas usually provides higher performance than the GLJPanel, though
+in recent releases the GLJPanel's speed has been improved when the
+Java2D/OpenGL pipeline is active as described in <a
+href="http://www.javagaming.org/forums/index.php?topic=10813.0">this
+forum discussion</a>. Nonetheless, the GLCanvas can be used in almost
+every kind of application except those using JInternalFrames. Please
+see the Swing Connection article mentioned above for details on mixing
+heavyweight and lightweight widgets. A couple of common pitfalls are
+described here.
+
+</P>
+<P>
+
+When using JPopupMenus or Swing tool tips in conjunction with the
+GLCanvas, it is necessary to disable the use of lightweight widgets
+for the popups. See the methods
+<CODE>ToolTipManager.setLightWeightPopupEnabled</CODE>,
+<CODE>JPopupMenu.setLightWeightPopupEnabled</CODE>, and
+<CODE>JPopupMenu.setDefaultLightWeightPopupEnabled</CODE>.
+
+</P>
+<P>
+
+There are occasionally problems with certain LayoutManagers and
+component configurations where if a GLCanvas is placed in the middle
+of a set of lightweight widgets then it may only grow and never
+shrink. These issues are documented somewhat in <a href =
+"https://jogl.dev.java.net/issues/show_bug.cgi?id=135">JOGL Issue
+135</a> and most recently in the thread <a
+href="http://javagaming.org/forums/index.php?topic=8699.0">"Resize
+behaviour"</a> in the JOGL forum. The root cause is behavior of the
+Canvas, and in particular its ComponentPeer. The implementation of
+getPreferredSize() calls getMinimumSize() and getMinimumSize() turns
+around and calls Component.getSize(). This effectively means that the
+Canvas will report its preferred size as being as large as the
+component has ever been. For some layout managers this doesn't seem to
+matter, but for others like the BoxLayout it does. See the test case
+attached to Issue 135 for an example. Replacing the GLCanvas with an
+ordinary Canvas yields the same behavior.
+
+</P>
+<P>
+
+One suggestion was to override getPreferredSize() so that if a
+preferred size has not been set by the user, to default to (0,
+0). This works fine for some test cases but breaks all of the other
+JOGL demos because they use a different LayoutManager. There appear to
+be a lot of interactions between heavyweight vs. lightweight widgets
+and layout managers. One experiment which was done was to override
+setSize() in GLCanvas to update the preferred size. This works down
+to the size specified by the user; if the window is resized any
+smeller the same problem appears. If reshape() (the base routine of
+setSize(), setBounds(), etc.) is changed to do the same thing, the
+demo breaks in the same way it originally did. Therefore this solution
+is fragile because it isn't clear which of these methods are used
+internally by the AWT and for what purposes.
+
+</P>
+<P>
+
+There are two possible solutions, both application-specific. The best
+and most portable appears to be to put the GLCanvas into a JPanel and
+set the JPanel's preferred size to (0, 0). The JPanel will cause this
+constraint to be enforced on its contained GLCanvas. The other
+workaround is to call <CODE>setPreferredSize(new Dimension(0,
+0))</CODE> on a newly-created GLCanvas; this method is new in 1.5.
+
+</P>
+<P>
+
+Another issue that occasionally arises on Windows is flickering during
+live resizing of a GLCanvas. This is caused by the AWT's repainting
+the background of the Canvas and can not be overridden on a per-Canvas
+basis, for example when subclassing Canvas into GLCanvas. The
+repainting of the background of Canvases on Windows can be disabled by
+specifying the system property
+<CODE>-Dsun.awt.noerasebackground=true</CODE>. Whether to specify this
+flag depends on the application and should not be done universally,
+but instead on a case-by-case basis. Some more detail is in the thread
+<a href="http://javagaming.org/forums/index.php?topic=8770.0">"TIP:
+JOGL + Swing flicker"</a> in the JOGL forum.
+
+</P>
+
+<H2> Multithreading Issues </H2>
+
+<P>
+
+Jogl was designed to interoperate with the AWT, an inherently
+multithreaded GUI toolkit. OpenGL, in contrast, was originally
+designed in single-threaded C programming environments. For this
+reason Jogl provides a framework in which it is possible to write
+correct multithreaded OpenGL applications using the GLEventListener
+paradigm.
+
+</P>
+<P>
+
+If an application written using Jogl interacts in any way with the
+mouse or keyboard, the AWT is processing these events and the
+multithreaded aspects of the program must be considered.
+
+</P>
+<P>
+
+OpenGL applications usually behave in one of two ways: either they
+repaint only on demand, for example when mouse input comes in, or they
+repaint continually, regardless of whether user input is coming in. In
+the repaint-on-demand model, the application can merely call
+<CODE>GLAutoDrawable.display()</CODE> manually at the end of the mouse
+or keyboard listener to cause repainting to be done. Alternatively if
+the application knows the concrete type of the GLDrawable it can call
+repaint() to have the painting scheduled for a later time.
+
+</P>
+<P>
+
+In the continuous repaint model, the application typically has a main
+loop which is calling <CODE>GLAutoDrawable.display()</CODE>
+repeatedly, or is using the Animator class, which does this
+internally. In both of these cases the OpenGL rendering will be done
+on this thread rather than the internal AWT event queue thread which
+dispatches mouse and keyboard events.
+
+</P>
+<P>
+
+Both of these models (repaint-on-demand and repaint continually) still
+require the user to think about which thread keyboard and mouse events
+are coming in on, and which thread is performing the OpenGL rendering.
+OpenGL rendering <B>may not</B> occur directly inside the mouse or
+keyboard handlers, because the OpenGL context for the drawable is not
+current at this point (hence the warning about storing a GL object in
+a field, where it can be fetched and accidentally used by another
+thread). However, a mouse or keyboard listener may invoke
+<CODE>GLAutoDrawable.display()</CODE>.
+
+</P>
+<P>
+
+It is generally recommended that applications perform as little work
+as possible inside their mouse and keyboard handlers to keep the GUI
+responsive. However, since OpenGL commands can not be run from
+directly within the mouse or keyboard event listener, the best
+practice is to store off state when the listener is entered and
+retrieve this state during the next call to
+<CODE>GLEventListener.display()</CODE>.
+
+</P>
+<P>
+
+Furthermore, it is recommended that if there are long computational
+sequences in the GLEventListener's <CODE>display</CODE> method which
+reference variables which may be being simultaneously modified by the
+AWT thread (mouse and keyboard listeners) that copies of these
+variables be made upon entry to <CODE>display</CODE> and these copies
+be referenced throughout display() and the methods it calls. This will
+prevent the values from changing while the OpenGL rendering is being
+performed. Errors of this kind show up in many ways, including certain
+kinds of flickering of the rendered image as certain pieces of objects
+are rendered in one place and other pieces are rendered elsewhere in
+the scene. Restructuring the display() method as described has solved
+all instances of this kind of error that have been seen with Jogl to
+date.
+
+</P>
+<P>
+
+Prior to Jogl 1.1 b10, the Jogl library attempted to give applications
+strict control over which thread or threads performed OpenGL
+rendering. The <CODE>setRenderingThread()</CODE>,
+<CODE>setNoAutoRedrawMode()</CODE> and <CODE>display()</CODE> APIs
+were originally designed to allow the application to create its own
+animation thread and avoid OpenGL context switching on platforms that
+supported it. Unfortunately, serious stability issues caused by
+multithreading bugs in either vendors' OpenGL drivers or in the Java
+platform implementation have arisen on three of Jogl's major supported
+platforms: Windows, Linux and Mac OS X. In order to address these
+bugs, the threading model in Jogl 1.1 b10 and later has changed.
+
+</P>
+<P>
+
+All GLEventListener callbacks and other internal OpenGL context
+management are now performed on one thread. (In the current
+implementation, this thread is the AWT event queue thread, which is a
+thread internal to the implementation of the AWT and which is always
+present when the AWT is being used. Future versions of Jogl may change
+the thread on which the OpenGL work is performed.) When the
+<CODE>GLAutoDrawable.display()</CODE> method is called from user code,
+it now performs the work synchronously on the AWT event queue thread,
+even if the calling thread is a different thread. The
+<CODE>setRenderingThread()</CODE> optimization is now a no-op. The
+<CODE>setNoAutoRedrawMode()</CODE> API still works as previously
+advertised, though now that all work is done on the AWT event queue
+thread it no longer needs to be used in most cases. (It was previously
+useful for working around certain kinds of OpenGL driver bugs.)
+
+</P>
+<P>
+
+Most applications will not see a change in behavior from this change
+in the Jogl implementation. Applications which use thread-local
+storage or complex multithreading and synchronization may see a change
+in their control flow requiring code changes. While it is strongly
+recommended to change such applications to work under the new
+threading model, the old threading model can be used by specifying the
+system property <CODE>-Djogl.1thread=auto</CODE> or
+<CODE>-Djogl.1thread=false</CODE>. The "auto" setting is equivalent to
+the behavior in 1.1 b09 and before, where on ATI cards the
+single-threaded mode would be used. The "false" setting is equivalent
+to disabling the single-threaded mode. "true" is now the default
+setting.
+
+</P>
+<P>
+
+In the JSR-231 APIs the single-threaded behavior continues to be the
+default and the <CODE>setRenderingThread()</CODE> and
+<CODE>setNoAutoRedrawMode()</CODE> APIs have been removed. The public
+<CODE>Threading</CODE> class still provides some control over the
+internal use of threads in the library as well as external access to
+these mechanisms.
+
+</P>
+
+<H2> Pbuffers </H2>
+
+<P>
+
+Jogl exposes hardware-accelerated offscreen rendering (pbuffers) with
+a minimal and platform-agnostic API. Several recent demos have been
+successfully ported from C/C++ to Java using Jogl's pbuffer APIs.
+However, the pbuffer support in Jogl remains one of the more
+experimental aspects of the package and the APIs may need to change in
+the future.
+
+</P>
+<P>
+
+To create a pbuffer, call
+<CODE>GLDrawableFactory.createGLPbuffer()</CODE>. It is wise to call
+<CODE>GLDrawableFactory.canCreateGLPbuffer()</CODE> first to ensure
+the graphics card has pbuffer support first. The pbuffer is created
+immediately and is available for rendering as soon as
+<CODE>createGLPbuffer</CODE> returns.
+
+</P>
+<P>
+
+A pbuffer is used in conjunction with the GLEventListener mechanism by
+calling its display() method. Rendering, as always, occurs while the
+pbuffer's OpenGL context is current. There are render-to-texture
+options that can be specified in the GLCapabilities for the pbuffer
+which can make it easier to operate upon the resulting pixels. These
+APIs are however highly experimental and not yet implemented on all
+platforms.
+
+</P>
+
+<H2> GLU </H2>
+
+<P>
+
+Jogl contains support for the GLU (OpenGL Utility Library) version
+1.3. Jogl originally supported GLU by wrapping the C version of the
+APIs, but over time, and thanks to the contributions of several
+individuals, it now uses a pure-Java version of SGI's GLU library. The
+pure Java port is enabled by default, and addresses stability issues
+on certain Linux distributions as well as the lack of native GLU 1.3
+support on the Windows platform. In case of problems with the Java
+port, the C version of the GLU library may be used by specifying the
+system property <CODE>-Djogl.glu.nojava</CODE> on the command
+line. All of the same functionality is exposed with both the Java and
+C versions of the GLU library; currently NURBS support is the only
+missing feature on both sides. If you run into problems with the Java
+port of the GLU library please file a bug using the Issue Tracker on
+the Jogl home page.
+
+</P>
+<P>
+
+To use the GLU, simply instantiate a GLU object via <CODE>new
+GLU()</CODE> at the beginning of your program. The methods on the GLU
+object may be called at any point when an OpenGL context is current.
+Because the GLU implementation is not thread-safe, one GLU object
+should be created for each GLEventListener or other entity performing
+OpenGL rendering in a given thread.
+
+</P>
+
+<H2> More Resources </H2>
+
+<P>
+
+The <A HREF="http://javagaming.org/forums/index.php?board=25.0">JOGL
+forum</A> on <A HREF="http://javagaming.org/">javagaming.org</A> is
+the best place to ask questions about the library. Many users, as well
+as the Jogl developers, read this forum frequently, and the archived
+threads contain a lot of useful information (which still needs to be
+distilled into documentation).
+
+</P>
+<P>
+
+The <A HREF="http://download.java.net/media/jogl/demos/www/">JOGL demos</A> provide
+several examples of usage of the library.
+
+</P>
+<P>
+
+Pepijn Van Eeckhoudt, Kevin Duling and Abdul Bezrati have done <A
+HREF="http://pepijn.fab4.be/software/nehe-java-ports/">JOGL ports of
+many of the the NeHe demos</A>. These are small examples of various
+pieces of OpenGL functionality. See also the <A
+HREF="http://nehe.gamedev.net/">NeHe web site</A>.
+
+</P>
+<P>
+
+Pepijn also did a <A
+HREF="http://www.glexcess.com/files/glexcess.jar">JOGL port</a> of
+Paolo Martella's <A HREF="http://www.glexcess.com/">GLExcess</A>
+demo. To see the news update about this port, go to the main GLExcess
+site and scroll down.
+
+</P>
+<P>
+
+Gregory Pierce's <A
+HREF="http://javagaming.org/forums/index.php?topic=1474.0">introduction
+to JOGL</a> is a useful tutorial on starting to use the JOGL library.
+
+</P>
+<P>
+
+For release information about the JOGL library, please see the <A
+HREF="http://javagaming.org/forums/index.php?topic=1596.0">JOGL Release
+Information</A> thread on the JOGL forum on javagaming.org.
+
+</P>
+<P>
+
+Please post on the JOGL forum if you have a resource you'd like to add
+to this documentation.
+
+</P>
+
+<H2> Platform Notes </H2>
+
+<H3> All Platforms </H3>
+
+<P>
+
+The following issues, among others, are outstanding on all platforms:
+
+</P>
+
+<UL>
+
+<LI> A few remaining stability issues, mostly on older graphics cards.
+
+<LI> JOGL now supports experimental integration and interoperability
+with the Java2D/OpenGL pipeline in Java SE 6 (Mustang), enabling a
+much faster GLJPanel as well as other features. Please see <a
+href="http://www.javagaming.org/forums/index.php?topic=10813.0">this
+forum discussion</a> for more details.
+
+</UL>
+
+<H3> Windows </H3>
+
+<P>
+
+For correct operation, it is necessary to specify the system property
+<CODE>-Dsun.java2d.noddraw=true</CODE> when running JOGL applications
+on Windows; this system property disables the use of DirectDraw by
+Java2D. There are driver-level incompatibilities between DirectDraw
+and OpenGL which manifest themselves as application crashes, poor
+performance, bad flickering, and other artifacts. This poor behavior
+may exhibit itself when OpenGL and DirectDraw are simply used in the
+same application, not even just in the same window, so disabling
+Java2D's DirectDraw pipeline and forcing it to use its GDI pipeline is
+the only way to work around these issues. Java Web Start applications
+may set this system property by adding the following line to the
+<CODE>&lt;resources&gt;</CODE> section of the JNLP file: <PRE>
+&lt;property name="sun.java2d.noddraw" value="true"/&gt; </PRE>
+
+</P>
+<P>
+
+There is a serious memory leak in ATI's OpenGL drivers which is
+exhibited on Windows XP on Mobility Radeon 9700 hardware. It's
+possible it will be present on other hardware as well though it was
+not reproducible at the time of this writing on desktop Radeon
+hardware or older ATI mobile chips. The bug is documented in <A
+HREF="https://jogl.dev.java.net/issues/show_bug.cgi?id=166">JOGL Issue
+166</A> and a bug has been filed with ATI. You can confirm the
+presence of the bug either with the test case in that bug report or by
+simply running the Gears demo; if the process size grows over time in
+the Task Manager, the memory leak is present on your hardware. For the
+time being, you can work around this memory leak by specifying the
+system property <CODE>-Djogl.GLContext.nofree</CODE> on the command
+line when launching your JOGL applications. There is no good
+general-purpose workaround for this bug which behaves well on all
+hardware.
+
+</P>
+
+<H3> Linux </H3>
+
+<P>
+
+The Sun JDK "compatibility" RPMs (java-1.5.0-sun-compat,
+java-1.6.0-sun-compat) provided by jpackage.org are incompatible with
+JOGL. These RPMs symlink an internal JDK directory to /usr/lib, which
+overrides how both NVidia and ATI currently provide their drivers to
+some Linux distributions, which is through an override in
+/etc/ld.so.conf (actually, in /etc/ld.so.conf.d). The implicit
+presence of /usr/lib on LD_LIBRARY_PATH forces the /usr/lib/libGL.so.1
+version of OpenGL to be used, which is typically Mesa and which will
+provide only software rendering.
+
+</P>
+<P>
+
+Unfortunately the JPackage maintainers have so far been unreceptive to
+changing their installation mechanism; see <a
+href="https://www.zarb.org/pipermail/jpackage-discuss/2007-January/010871.html">this
+mailing list posting</a>. Until this is resolved, we strongly
+discourage the use of the JPackage installers for the Sun JDK.
+Instead, download the JRE or JDK installers directly from Sun's
+website.
+
+</P>
+<P>
+
+Archived forum postings illustrating this problem are <a
+href="http://www.javagaming.org/forums/index.php?topic=15610.0">here</a>
+and <a
+href="http://www.javagaming.org/forums/index.php?topic=16105.0">here</a>.
+
+</P>
+
+<H3> Solaris, Linux (X11 platforms) </H3>
+
+<P>
+
+Support has been added to the JOGL library for allowing multiple
+threads to each have an OpenGL context current simultaneously, for
+example to implement multi-head CAVE-like environments. Normally a
+global AWT lock is held between calls to GLContext.makeCurrent() /
+release() for on-screen heavyweight contexts (for example, those
+associated with a Canvas or GLCanvas). We have found this to be
+necessary for stability purposes on all supported X11 platforms, even
+with relatively robust drivers such as those from NVidia.
+
+</P>
+<P>
+
+To enable multiple GLContexts to be made current simultaneously on X11
+platforms, specify the command line argument
+<CODE>-Djogl.GLContext.optimize</CODE> when starting the JVM. Note
+that this may incur robustness problems, in particular when resizing
+or moving windows. We have also found that ATI's proprietary drivers
+do not work at all with this flag, apparently because they cause GLX
+tokens to be sent to the X server for various GL calls even for direct
+contexts. For this reason if the GLX vendor is ATI then this flag
+currently has no effect.
+
+</P>
+
+<H3> Mac OS X </H3>
+
+<P>
+
+There are some problems with visual artifacts and stability problems
+with some of the Jogl demos on Mac OS X. It appears that at least some
+of these problems are due to bugs in Apple's OpenGL support. Bugs have
+been filed about these problems and it is hoped they will be addressed
+in the near future.
+
+</P>
+<P>
+
+The Mac OS X port of Jogl, in particular the GL interface and its
+implementation, can be used either with the provided GLCanvas widget
+or with the Cocoa NSOpenGLView. In order to use it with Cocoa the
+following steps should be taken:
+
+<UL>
+
+<LI> Create an "external" OpenGL context using the
+<CODE>GLDrawableFactory.createExternalGLContext()</CODE> API. The
+context object must be created while a real underlying OpenGL context
+is current.
+
+<LI> Fetch the GL instance out of the context using getGL() as usual.
+Only use the GL instance when the OpenGL context from the NSOpenGLView
+is current.
+
+</UL>
+
+<B>NOTE:</B> the Cocoa interoperability has not been retested
+recently, though similar interoperability has been tested on other
+platforms. Please report any problems found with using Jogl with an
+NSOpenGLView.
+
+</P>
+<P>
+
+The following issues remain with the Mac OS X port:
+
+<UL>
+
+<LI> Due to the mechanism by which the Cocoa graphics system selects
+OpenGL pixel formats, the GLCapabilitiesChooser mechanism can not be
+implemented on Mac OS X as on other platforms. Currently the
+underlying Cocoa pixel format selection is used on an
+NSOpenGLPixelFormat derived from the settings in the GLCapabilities,
+and the GLCapabilitiesChooser is ignored.
+
+</UL>
+
+</P>
+
+<H2> Version History </H2>
+
+<P>
+
+JOGL's version history can be found online in the <a
+href="http://javagaming.org/forums/index.php?topic=1596.0">"JOGL Release
+Information"</a> thread in the JOGL forum. Comments about the 1.1
+release train are in the thread <a
+href="http://javagaming.org/forums/index.php?topic=4217.0">"JOGL 1.1
+released"</a>.
+
+
+ </div>
+ </div>
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+ <div id="footer_left">
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