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-rw-r--r--doc/HowToBuild.html4
-rw-r--r--doc/userguide/index.html113
2 files changed, 65 insertions, 52 deletions
diff --git a/doc/HowToBuild.html b/doc/HowToBuild.html
index 6316d1d7b..be17b7e95 100644
--- a/doc/HowToBuild.html
+++ b/doc/HowToBuild.html
@@ -26,11 +26,11 @@ OpenGL binding from a fresh copy of the source distribution:
<LI> <B>Build the source tree:</B> <br> Open a command shell in the "make" directory of the source tree and type "ant [target]", where [target] is one of <code>linux</code>, <code>macosx</code>, <code>solaris</code>, <code>win32.vc6</code>, <code>win32.vc7</code>, or <code>win32.mingw</code>.
<UL>
<LI>The win32 targets require one of Microsoft Visual C++ 6, 7 (Visual Studio .NET) or the free MinGW (<a href="http://www.mingw.org/">http://www.mingw.org/</a>) compilers to be installed. Choose the appropriate target for the compiler desired.
- <LI>An experimental binding to the high-level <a href="http://developer.nvidia.com/view.asp?PAGE=cg_main">Cg</a> language by NVidia corporation can be generated by specifying <code>-Djogl.cg=1</code> to ant; e.g. <code>ant -Djogl.cg=1 win32.vc6</code>. Currently the Cg binding has been tested on Windows and Linux, though in theory it should build and run on Mac OS X with appropriate modification of the host.properties file.
+ <LI>An experimental binding to the high-level <a href="http://developer.nvidia.com/view.asp?PAGE=cg_main">Cg</a> language by NVidia corporation can be generated by specifying <code>-Djogl.cg=1</code> to ant; e.g. <code>ant -Djogl.cg=1 win32.vc6</code>. The Cg binding has been tested on Windows, Linux, and Mac OS X.
</UL>
<LI> <B>Add Jogl to your CLASSPATH:</B> <br> To be able to use Jogl once built, you must add the build process' resulting jogl.jar (<source tree root>/build/jogl.jar) to your CLASSPATH environment variable.
- <LI> <B>Add Jogl to your PATH:</B> <br> To be able to use Jogl once built, you must also add the build process JNI code library directory (<source tree root>/build/obj) to your PATH.
+ <LI> <B>Add Jogl to your PATH or LD_LIBRARY_PATH:</B> <br> To be able to use Jogl once built, you must also add the build process's JNI code library directory (<source tree root>/build/obj) to your PATH (on Windows) or LD_LIBRARY_PATH (on Unix platforms) environment variable.
<LI> <B>Test if everything's working:</B> <br> To test if everything went well, you should check out the source code for the <B>jogl-demos</B> project (available at <a href = "http://jogl-demos.dev.java.net/">http://jogl-demos.dev.java.net/</a>), build the demos using the supplied instructions, and run the Gears demo ("java demos.gears.Gears").
<LI> <B>Build Javadoc:</B> <br> "ant javadoc" will produce the end-user documentation for Jogl along with some auxiliary utility packages. The developers' documentation, including that for the GlueGen tool, can be generated for your current platform using one of the following commands: "ant javadoc.dev.win32", "ant javadoc.dev.x11", or "ant javadoc.dev.macosx". (The javadoc for the Cg binding can be built by inserting <code>-Djogl.cg=1</code> into the command line as above.)
diff --git a/doc/userguide/index.html b/doc/userguide/index.html
index 63e622f1a..d9468ea6d 100644
--- a/doc/userguide/index.html
+++ b/doc/userguide/index.html
@@ -164,17 +164,28 @@ begins to perform rendering.
</P>
<P>
-The <CODE>init()</CODE> method is called once, upon context
-creation. (Hooks for context destruction, and support for context
-recreation, are not yet implemented.) 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.
+The <CODE>init()</CODE> method is called upon OpenGL context creation.
+Any display lists or textures used during the application's normal
+rendering loop can be safely initialized in <CODE>init()</CODE>.
+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. It is the responsibility of the
+application to understand its sharing of textures and display lists
+between multiple OpenGL contexts and reinitialize them when the
+<CODE>init()</CODE> callback is entered if necessary.
+
+</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>
@@ -311,44 +322,54 @@ date.
</P>
<P>
-In addition to correctness issues, there are also performance issues
-to consider with multithreaded OpenGL applications. The OpenGL context
-associated with a particular drawable can only be current on one
-thread at a time. If multiple threads may be making the context
-current then this implies that the context must be made current and
-freed during each render; the overhead of these context operations may
-be significant depending on the application. For this reason Jogl has
-a built-in mechanism for optimizing the OpenGL context handling to the
-efficiency of an analogous C application.
+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. A detailed description of
+these issues can be found on <a
+href="http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1109286717">this
+thread</a> in the <a
+href="http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl">JOGL
+forums</a>. In order to address these bugs, the threading model in
+JOGL 1.1 b10 and later has changed.
</P>
<P>
-<CODE>GLDrawable.setRenderingThread</CODE> informs the Jogl library
-that rendering to a particular drawable will only occur from the
-specified thread. The intent is that the OpenGL context can be made
-current and remain current on that thread until
-setRenderingThread(null) is called. Unfortunately, due to
-quality-of-implementation bugs in the X11 JAWT, this optimization had
-to be made advisory; in other words, it was not possible to guarantee
-that setRenderingThread would yield any faster OpenGL context handling
-on these platforms.
+All GLEventListener callbacks and other internal OpenGL context
+management are now performed on one thread: the AWT event queue
+thread. This is a thread internal to the implementation of the AWT and
+is always present when the AWT is being used. When the
+<CODE>GLDrawable.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>setNoAutoRedraw()</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>
-In some situations, typically when an application is using pbuffers to
-compute intermediate results, it is required that automatic redraws be
-suspended for a particular drawable so that the application can
-completely control when and where the display() method is called. For
-this reason the <CODE>GLDrawable.setNoAutoRedrawMode()</CODE> method
-was added; it is used not only by the Jogl implementation but also by
-utility libraries such as gleem (included in the jogl-demos
-distribution). We consider it unfortunate that it was necessary to
-expose two APIs to express basically the same idea and hope that if
-the JAWT implementation in the 1.5 platform has better locking
-behavior that <CODE>GLDrawable.setNoAutoRedrawMode()</CODE> may be
-able to be removed.
+Most JOGL 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>
@@ -409,13 +430,7 @@ The following issues, among others, are outstanding on all platforms:
<UL>
-<LI> The DefaultGLCapabilitiesChooser tends to choose the wrong visual
-on lower-end graphics cards.
-
-<LI> Hardware acceleration for GLJPanel could be implemented using
-pbuffers.
-
-<LI> Stability issues, in particular on older graphics cards.
+<LI> A few remaining stability issues, mostly on older graphics cards.
</UL>
@@ -471,8 +486,6 @@ The following issues remain with the Mac OS X port:
<UL>
-<LI> GLJPanel is not yet implemented on Mac OS X.
-
<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. In the future, the