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Why did moving some variable declarations after OpenGL context init break the code?
How to attach opengl display to a JFrame and dispose of it properly?What are some best practices for OpenGL coding (esp. w.r.t. object orientation)?Why use multiple OpenGL contextPyOpenGL - passing transformation matrix into shaderWorking on a java based chatting application using threadingOpenGL objects cleanup after context destructionLWJGL/OpenGL - Alpha not working using GL_QUAD_STRIP or GL_LINE_STRIPGL_INVALID_ENUM/GL_INVALID_OPERATION after OpenGL 3.1 context creation(OpenGL) Uniform is preserved after context loss?What can cause working OpenGL render code to render black textures if used after some other rendering code?OpenGL : Rendering to multiple contexts code?
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I'm currently working on a Java game and I use OpenGL in an AWT Canvas with LWJGL 2.9.3.
And I actually don't understand why moving some object declarations after Display.create()
makes the canvas stop showing anything (glClearColor
still works).
Here is the code that works:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
And here is the code that doesn't work:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
These methods are called by the addNotify()
method in Canvas initialization.
The complete code is from this answer.
This issue is not really important but I would like to know why just the displacement of a few declarations can entirely break the game.
java opengl lwjgl
add a comment |
I'm currently working on a Java game and I use OpenGL in an AWT Canvas with LWJGL 2.9.3.
And I actually don't understand why moving some object declarations after Display.create()
makes the canvas stop showing anything (glClearColor
still works).
Here is the code that works:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
And here is the code that doesn't work:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
These methods are called by the addNotify()
method in Canvas initialization.
The complete code is from this answer.
This issue is not really important but I would like to know why just the displacement of a few declarations can entirely break the game.
java opengl lwjgl
1
This looks like a timing issue related to when addNotify() is called on the Canvas and when the glTread creates calls Display.create() which creates the visual and OpenGL context on the Canvas peer. You can just replace your variable declarations with a Thread.sleep(10), and simply render a simple glBegin(GL_LINES) in the loop and the issue is reproducible. I would suggest starting the glThread after you set the window visible.
– httpdigest
Mar 24 at 21:15
1
Btw. for integrating an OpenGL canvas into AWT with LWJGL 2 there is also AWTGLCanvas
– httpdigest
Mar 24 at 21:33
Yes, you're right it was a timing issue, I've added 20ms sleep before Display.create and works. thank you. and I will also look for the AWTGLCanvas class.
– knacky
Mar 25 at 19:13
add a comment |
I'm currently working on a Java game and I use OpenGL in an AWT Canvas with LWJGL 2.9.3.
And I actually don't understand why moving some object declarations after Display.create()
makes the canvas stop showing anything (glClearColor
still works).
Here is the code that works:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
And here is the code that doesn't work:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
These methods are called by the addNotify()
method in Canvas initialization.
The complete code is from this answer.
This issue is not really important but I would like to know why just the displacement of a few declarations can entirely break the game.
java opengl lwjgl
I'm currently working on a Java game and I use OpenGL in an AWT Canvas with LWJGL 2.9.3.
And I actually don't understand why moving some object declarations after Display.create()
makes the canvas stop showing anything (glClearColor
still works).
Here is the code that works:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
And here is the code that doesn't work:
private void startGL()
glThread = new Thread(() ->
isRunning = true;
try
Display.setDisplayMode(new DisplayMode(displayWidth, displayHeight));
Display.create();
catch (LWJGLException e)
e.printStackTrace();
ArrayList<Entity> entities = new ArrayList<>();
Vector3f lightPosition = new Vector3f(-20.0f, 20.0f, -20.0f);
Matrix4f projMatrix = new Matrix4f();
Camera camera;
EntityRenderer entityRenderer = null;
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
camera = new Camera();
try
entityRenderer = new EntityRenderer();
catch (IOException e)
e.printStackTrace();
projMatrix.setPerspective((float) Math.toRadians(45.0f), dmGetAspectRatio(), 0.1f, 1000f);
while(isRunning)
//rendering and update code
//cleanup code
, "LWJGL Thread");
glThread.start();
These methods are called by the addNotify()
method in Canvas initialization.
The complete code is from this answer.
This issue is not really important but I would like to know why just the displacement of a few declarations can entirely break the game.
java opengl lwjgl
java opengl lwjgl
edited Mar 25 at 11:48
genpfault
43k956102
43k956102
asked Mar 24 at 20:36
knackyknacky
242
242
1
This looks like a timing issue related to when addNotify() is called on the Canvas and when the glTread creates calls Display.create() which creates the visual and OpenGL context on the Canvas peer. You can just replace your variable declarations with a Thread.sleep(10), and simply render a simple glBegin(GL_LINES) in the loop and the issue is reproducible. I would suggest starting the glThread after you set the window visible.
– httpdigest
Mar 24 at 21:15
1
Btw. for integrating an OpenGL canvas into AWT with LWJGL 2 there is also AWTGLCanvas
– httpdigest
Mar 24 at 21:33
Yes, you're right it was a timing issue, I've added 20ms sleep before Display.create and works. thank you. and I will also look for the AWTGLCanvas class.
– knacky
Mar 25 at 19:13
add a comment |
1
This looks like a timing issue related to when addNotify() is called on the Canvas and when the glTread creates calls Display.create() which creates the visual and OpenGL context on the Canvas peer. You can just replace your variable declarations with a Thread.sleep(10), and simply render a simple glBegin(GL_LINES) in the loop and the issue is reproducible. I would suggest starting the glThread after you set the window visible.
– httpdigest
Mar 24 at 21:15
1
Btw. for integrating an OpenGL canvas into AWT with LWJGL 2 there is also AWTGLCanvas
– httpdigest
Mar 24 at 21:33
Yes, you're right it was a timing issue, I've added 20ms sleep before Display.create and works. thank you. and I will also look for the AWTGLCanvas class.
– knacky
Mar 25 at 19:13
1
1
This looks like a timing issue related to when addNotify() is called on the Canvas and when the glTread creates calls Display.create() which creates the visual and OpenGL context on the Canvas peer. You can just replace your variable declarations with a Thread.sleep(10), and simply render a simple glBegin(GL_LINES) in the loop and the issue is reproducible. I would suggest starting the glThread after you set the window visible.
– httpdigest
Mar 24 at 21:15
This looks like a timing issue related to when addNotify() is called on the Canvas and when the glTread creates calls Display.create() which creates the visual and OpenGL context on the Canvas peer. You can just replace your variable declarations with a Thread.sleep(10), and simply render a simple glBegin(GL_LINES) in the loop and the issue is reproducible. I would suggest starting the glThread after you set the window visible.
– httpdigest
Mar 24 at 21:15
1
1
Btw. for integrating an OpenGL canvas into AWT with LWJGL 2 there is also AWTGLCanvas
– httpdigest
Mar 24 at 21:33
Btw. for integrating an OpenGL canvas into AWT with LWJGL 2 there is also AWTGLCanvas
– httpdigest
Mar 24 at 21:33
Yes, you're right it was a timing issue, I've added 20ms sleep before Display.create and works. thank you. and I will also look for the AWTGLCanvas class.
– knacky
Mar 25 at 19:13
Yes, you're right it was a timing issue, I've added 20ms sleep before Display.create and works. thank you. and I will also look for the AWTGLCanvas class.
– knacky
Mar 25 at 19:13
add a comment |
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1
This looks like a timing issue related to when addNotify() is called on the Canvas and when the glTread creates calls Display.create() which creates the visual and OpenGL context on the Canvas peer. You can just replace your variable declarations with a Thread.sleep(10), and simply render a simple glBegin(GL_LINES) in the loop and the issue is reproducible. I would suggest starting the glThread after you set the window visible.
– httpdigest
Mar 24 at 21:15
1
Btw. for integrating an OpenGL canvas into AWT with LWJGL 2 there is also AWTGLCanvas
– httpdigest
Mar 24 at 21:33
Yes, you're right it was a timing issue, I've added 20ms sleep before Display.create and works. thank you. and I will also look for the AWTGLCanvas class.
– knacky
Mar 25 at 19:13