| Commit message (Collapse) | Author | Age | Files | Lines |
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customization, no Clear required, .. (still don't work w/ CALAyer)
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between Java GL- and CALayer thread ; Simplify / Fix waitUntilRenderSignal().
Stuttering caused by lack of GL resource synchronization between Java GL- and CALayer thread
+ // Required(?) to finish previous GL rendering to give CALayer proper result,
+ // i.e. synchronize both threads each w/ their GLContext sharing same resources.
+ //
+ // FIXME: IMHO this synchronization should be implicitly performed via 'CGL.flushBuffer(contextHandle)' above,
+ // in case this will be determined a driver bug - use a QUIRK entry in GLRendererQuirks!
+ gl.glFinish();
Simplify / Fix waitUntilRenderSignal()
- remove loop and 'ready' condition -> nonsense
- if too later, i.e. lastWaitTime+TO < now, use now+TO as max. vsync waiting time
Bug735 Tests:
- Make vsync, wait and ECT (exclusive context thread) configurable via main args.
- Inv2*, Inv3* and Inv4*: Fluent Animation
- Works w/ ECT
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contextMadeCurrent(false) if already swapped by swapBuffersImpl(..), but always swap in swapBuffersImpl(..) if ctx is current and associated.
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'es' suffix.
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behaviors - See BugXYZ test cases.
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glRunnables.size()>0
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@ addNotify() w/o newtChild
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Reference QTT via QTT[] passed to frame, validate after parsing.
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"java.lang.IllegalStateException: zip file closed" on OSX 10.8.3 and Java 1.7.0_17
OS version: Mac OS X 10.8.3
Java version: 1.7.0_17
Catch any occuring exception at GLDrawable shutdown, report them briefly and verbose w/ DEBUG enabled.
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GLDefault/RedSquareES1; Tested w/ Xvnc4 + build-in Mesa 4.0.4
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Add nativewindow.x11.display.default system property handling
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Usually, the environment variable DISPLAY is used to define the default
display under X11. There are cases where the default display has to be
defined or overridden programmatically. For those cases, the new system
property nativewindow.x11.display.default can be used (as environment variables can't
be changed in Java). Its semantics are identical to the DISPLAY
environment variable.
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to take out the commented out 'final', but to enable the qualifier. Duh! Thank's to Harvey (again) for catching my odd work!
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mouse-leave.
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such a property + method do same thing as isIdentity), new setIdentity method, default constructor sets this quaternion to identity, new fromAxis method/costructor
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operations changed to VectorUtil instead
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(dummy) and NEWT
Free the colormap at WindowDestroy, which we have created at WindowCreate w/ AllocNone.
Due to the fact we used 'AllocNone' the leak is minimal though ..
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minimize footprint. Review of Harvey.
Since accessing the static final exposed strings would trigger static initialization,
setting the properties this way would not work anyways (if not inlined ..).
Well.
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(default) ; Also: Use FloatUtil in-place multMatrixf.
PMVMatrix gluProject(..) and gluUnProject(..) don't pass their position (offset)
to the multMatrixf operation - even though they are sliced.
The API doc actually emphasizes this.
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multiply in place). Will be used by PMVMatrix.
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AbstractGraphicsDevice.getUniqueID() and GLContext.getDeviceVersionAvailableKey()
.. both value classes unique, long lived and rare.
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potentially continue matching if having a pattern-match (don't loop for-ever).
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'valid' flag, always set major/minor and strEnd.
Also: Add negative tests to unit test.
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959d6d83ec26152343d538287c02eeebf0dcf238
Adapt to GlueGen commit 959d6d83ec26152343d538287c02eeebf0dcf238:
- Use only RegExp and cache default (no wrapped whitespace tokenizer)
- String match: Store end-of-match and flag defined components.
- Remove manual parsing, utilize VersionNumber
- No need to look further for 'updated' GL version, (probably the vendor version),
since we utilize the ARB version number as set at creation.
Fix vendor version parser:
- Cut off GL version part of versionString (fixes case where GL version was interpreted as vendor version)
- Loop through remaining string until a valid version number w/ major.minor has been found
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varying in/out mapping is different in vertex/fragment shader!
Vertex shader: varying -> out
Fragemnt shader: varying -> in
NV GLSL compiler ignored in/out direction,
where ATI GLSL compiler failed (could not find gcu_Weight, due to dead code).
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} ": Add missing return statement to abort test.
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GLArrayDataWrapper.getBufferClass()
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properly; GLJPanel: Rely on GLPixelBuffer.requiresNewBuffer(..) for each frame, don't use local pixelBufferCheckSize (buggy w/ singleton)
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not throw an exception -> avoid calling useProgram(.., false).
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- Mesa 9.1* fails otherwise since it supports ES3/300 which is returned.
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version, following all other internal GLSL usage utilizing ShaderCode.
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