Java 在JOGL应用程序中使用纹理时,ati图形卡最终都会崩溃

Java 在JOGL应用程序中使用纹理时,ati图形卡最终都会崩溃,java,crash,textures,jogl,ati,Java,Crash,Textures,Jogl,Ati,我有一个用Java和JOGL编写的应用程序,可以在nvidia卡上正常工作,但当我在ati卡上运行它时,它可以完美工作,直到我在一个或多个面上添加纹理为止。最终,java虚拟机严重崩溃,它要么说是ati驱动程序线程崩溃,要么说是内核系统线程崩溃。我设法用一段更简单的代码重新创建了它,但需要几分钟才能得到崩溃。上/下旋转图像,返回切换纹理。用ati卡继续这样做几分钟,它就会崩溃。我已经在大约10或15台机器上试过了 package org.yourorghere; import com.sun.

我有一个用Java和JOGL编写的应用程序,可以在nvidia卡上正常工作,但当我在ati卡上运行它时,它可以完美工作,直到我在一个或多个面上添加纹理为止。最终,java虚拟机严重崩溃,它要么说是ati驱动程序线程崩溃,要么说是内核系统线程崩溃。我设法用一段更简单的代码重新创建了它,但需要几分钟才能得到崩溃。上/下旋转图像,返回切换纹理。用ati卡继续这样做几分钟,它就会崩溃。我已经在大约10或15台机器上试过了

package org.yourorghere;

import com.sun.opengl.util.Animator;
import com.sun.opengl.util.texture.Texture;
import com.sun.opengl.util.texture.TextureIO;
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;

/**
 * SimpleJOGL.java <BR>
 * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P>
 *
 * This version is equal to Brian Paul's version 1.2 1999/10/21
 */
public class SimpleJOGL implements GLEventListener, KeyListener {

    GLCanvas canvas;
    int lists;
    float angle = 0.f;
    boolean needsRotate = false;
    boolean needsTexture = false;
    Texture texture1;
    Texture texture2;

    Color c1 = Color.red;
    Color c2 = Color.green;

    public SimpleJOGL(GLCanvas canvas) {
        this.canvas = canvas;
    }

    public static void main(String[] args) {
        Frame frame = new Frame("Simple JOGL Application");
        GLCanvas canvas = new GLCanvas();

        SimpleJOGL sjogl = new SimpleJOGL(canvas);
        canvas.addKeyListener(sjogl);

        canvas.addGLEventListener(sjogl);
        frame.add(canvas);
        frame.setSize(640, 480);
        final Animator animator = new Animator(canvas);
        frame.addWindowListener(new WindowAdapter() {

            @Override
            public void windowClosing(WindowEvent e) {
                // Run this on another thread than the AWT event queue to
                // make sure the call to Animator.stop() completes before
                // exiting
                new Thread(new Runnable() {

                    public void run() {
                        animator.stop();
                        System.exit(0);
                    }
                }).start();
            }
        });
        // Center frame
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
        animator.start();
    }

    public void init(GLAutoDrawable drawable) {
        // Use debug pipeline
        // drawable.setGL(new DebugGL(drawable.getGL()));

        GL gl = drawable.getGL();
        System.err.println("INIT GL IS: " + gl.getClass().getName());

        // Enable VSync
        gl.setSwapInterval(1);

        // double buffer
        gl.glEnable(GL.GL_DOUBLEBUFFER);
        drawable.setAutoSwapBufferMode(false);

        // Enable VSync
        gl.setSwapInterval(1);

        // Setup the drawing area and shading mode
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.

        gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
        gl.glEnable(GL.GL_TEXTURE_2D);
        gl.glDisable(GL.GL_BLEND);

                // -- lighting --
        gl.glEnable(GL.GL_COLOR_MATERIAL);
        gl.glLightModelf(GL.GL_LIGHT_MODEL_TWO_SIDE, 1.0f);
        gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
        gl.glEnable(GL.GL_MAP1_VERTEX_3);
        gl.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST);
        gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, new float[]{.3f,.3f,.3f,1.f},0);
        gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, new float[]{.55f,.55f,.55f,1.f},0);
        gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, new float[]{.05f,.05f,.05f,1.f}, 0);
        gl.glFrontFace(GL.GL_CCW);
        gl.glEnable(GL.GL_LIGHT0);
        gl.glEnable(GL.GL_LIGHTING);
        gl.glEnable(GL.GL_DEPTH_TEST);

        gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE, new float[]{.5f,.5f,.5f,1.0f}, 0);
        gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[]{.05f, .05f, .05f, 1.0f}, 0);
        gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_EMISSION, new float[]{0.01f, 0.01f, 0.01f, 1.f}, 0);
        gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, new float[]{30}, 0);
        gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_COLOR_INDEXES, new float[]{1.0f, 0.0f, 0.0f, 1.0f}, 0);

        gl.glCullFace(GL.GL_BACK);
        gl.glDisable(GL.GL_BLEND);
        gl.glEnable(GL.GL_RESCALE_NORMAL);


        lists = gl.glGenLists(3);
        this.needsRotate = true;
        this.needsTexture = true;
    }

    private void reTexture(GL gl) {
        BufferedImage image1 = makeImage(c1);
        BufferedImage image2 = makeImage(c2);
        makeShape(gl, image1, image2);
    }
    private BufferedImage makeImage(Color c) {
        int y = 1200;
        int x = 1024;
        BufferedImage image = new BufferedImage(y, y, BufferedImage.TYPE_INT_RGB);
        Graphics2D g = image.createGraphics();
        g.setBackground(Color.white);
        g.clearRect(0, 0, y,y);
        Rectangle2D r = new Rectangle2D.Float(128,128,x-256,x-256);
        g.setColor(c);
        g.fill(r);
        g.dispose();
        return image;
    }

    private void makeShape(GL gl, BufferedImage image1, BufferedImage image2) {
        float x = 1024.f/1200.f;

        texture1 = TextureIO.newTexture(image1, false) ;
        texture2 = TextureIO.newTexture(image2, false) ;

        gl.glNewList(lists+1, GL.GL_COMPILE);

        gl.glColor3f(0f, .8f, .4f);
        // Drawing Using Triangles

        gl.glBegin(GL.GL_POLYGON);
            gl.glTexCoord2f(0, 0);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);   // Top
            gl.glNormal3f(0, 0, 1);

            gl.glTexCoord2f(x, 0);
            gl.glVertex3f(1.0f, 0.0f, 0.0f); // Bottom Left
            gl.glNormal3f(0, 0, 1);

            gl.glTexCoord2f(x, x);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);  // Bottom Right
            gl.glNormal3f(0, 0, 1);

            gl.glTexCoord2f(0, x);
            gl.glVertex3f(0f, 1.0f, 0.0f);  // Bottom Right
            gl.glNormal3f(0, 0, 1);
        gl.glEnd();
        texture1.disable();

        gl.glEndList();

        gl.glNewList(lists+2, GL.GL_COMPILE);

        texture2.enable();
        texture2.bind();
        gl.glBegin(GL.GL_POLYGON);
            gl.glTexCoord2f(0, 0);
            gl.glVertex3f(0.0f, 0.0f, 0.0f);   // Top
            gl.glNormal3f(0, 0, 1);

            gl.glTexCoord2f(x, 0);
            gl.glVertex3f(1.0f, 0.0f, 0.0f); // Bottom Left
            gl.glNormal3f(0, 0, 1);

            gl.glTexCoord2f(x, x);
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
            gl.glNormal3f(0, 0, 1);

            gl.glTexCoord2f(0, x);
            gl.glVertex3f(0f, -1.0f, 0.0f);  // Bottom Right
            gl.glNormal3f(0, 0, 1);
        gl.glEnd();
        texture2.disable();

        gl.glEndList();


    }

    public void rotate(GL gl) {
        gl.glNewList(lists, GL.GL_COMPILE);

        gl.glLoadIdentity();
        gl.glTranslatef(-2.f, 0.f, -6.f);
        gl.glRotatef(angle, 1.0f, 0.f, 0.f);

        gl.glCallList(lists+1);

        gl.glRotatef(-45, 1.f, 0.f, 0.f);

        gl.glCallList(lists+2);        
        gl.glEndList();
    }

    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
        GL gl = drawable.getGL();
        GLU glu = new GLU();

        if (height <= 0) { // avoid a divide by zero error!

            height = 1;
        }
        final float h = (float) width / (float) height;
        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();
        glu.gluPerspective(45.0f, h, 1.0, 20.0);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    public void display(GLAutoDrawable drawable) {
        GL gl = drawable.getGL();

        if (needsTexture) {
            reTexture(gl);
            needsTexture = false;
        }


        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

        gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[]{1.f, 1.f, 1.f, 0.f}, 0);


        gl.glLoadIdentity();
        gl.glTranslatef(-2.f, 0.f, -6.f);
        gl.glRotatef(angle, 1.0f, 0.f, 0.f);

                texture1.enable();
        texture1.bind();
        gl.glCallList(lists+1);
        texture1.disable();

        gl.glRotatef(-45, 1.f, 0.f, 0.f);

        gl.glCallList(lists+2);      


        // Flush all drawing operations to the graphics card
        drawable.swapBuffers();
    }

    public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
    }

    public void keyPressed(KeyEvent e) {
        if (e.getKeyCode() == KeyEvent.VK_DOWN) {
            angle -= 5;
            needsRotate = true;

        } 
        if (e.getKeyCode() == KeyEvent.VK_UP) {
            angle += 5;
            needsRotate = true;
        }
        if (e.getKeyCode() == KeyEvent.VK_ENTER) {
            Color c = c1;
            c1 = c2;
            c2 = c;
            needsTexture = true;
        }
    }

    public void keyReleased(KeyEvent e) {
    }

    public void keyTyped(KeyEvent e) {
        canvas.repaint();
    }
}
package org.yourorghere;
导入com.sun.opengl.util.Animator;
导入com.sun.opengl.util.texture.texture;
导入com.sun.opengl.util.texture.TextureIO;
导入java.awt.Color;
导入java.awt.Frame;
导入java.awt.Graphics2D;
导入java.awt.event.KeyEvent;
导入java.awt.event.KeyListener;
导入java.awt.event.WindowAdapter;
导入java.awt.event.WindowEvent;
导入java.awt.geom.Rectangle2D;
导入java.awt.image.buffereImage;
导入javax.media.opengl.GL;
导入javax.media.opengl.GLAutoDrawable;
导入javax.media.opengl.GLCanvas;
导入javax.media.opengl.GLEventListener;
导入javax.media.opengl.glu.glu;
/**
*SimpleJOGL.java
*作者:Brian Paul(由Ron Cemer和Sven Goetel转换成Java)

* *此版本与Brian Paul的1.2 1999/10/21版本相同 */ 公共类SimpleLog实现了GLEventListener、KeyListener{ 帆布; int列表; 浮动角度=0.f; 布尔值needsRotate=false; 布尔值needsTexture=false; 纹理1; 纹理2; 颜色c1=颜色。红色; 颜色c2=颜色。绿色; 公共SimpleJOGL(GLCanvas画布){ this.canvas=画布; } 公共静态void main(字符串[]args){ 框架=新框架(“简单JOGL应用”); GLCanvas canvas=新的GLCanvas(); SimpleJOGL sjogl=新的SimpleJOGL(画布); canvas.addKeyListener(sjogl); canvas.addGLEventListener(sjogl); frame.add(画布); 帧设置大小(640480); 最终动画师动画师=新动画师(画布); frame.addWindowListener(新的WindowAdapter(){ @凌驾 公共无效窗口关闭(WindowEvent e){ //在AWT事件队列之外的另一个线程上运行此命令,以 //确保对Animator.stop()的调用在 //退出 新线程(newrunnable()){ 公开募捐{ 停止(); 系统出口(0); } }).start(); } }); //中心框架 frame.setLocationRelativeTo(空); frame.setVisible(true); animator.start(); } 公共void init(GLAutoDrawable){ //使用调试管道 //setGL(新的DebugGL(drawable.getGL()); GL=drawable.getGL(); System.err.println(“INIT GL IS:+GL.getClass().getName()); //启用VSync 总帐setSwapInterval(1); //双缓冲器 glEnable总帐(gl.Glu DOUBLEBUFFER总帐); drawable.setAutoSwapBufferMode(假); //启用VSync 总帐setSwapInterval(1); //设置绘图区域和着色模式 gl.glClearColor(0.0f,0.0f,0.0f,0.0f); gl.glShadeModel(gl.gl_SMOOTH);//尝试将其设置为gl_FLAT,看看会发生什么。 gl.glTexEnvi(gl.gl_纹理_环境,gl.gl_纹理_环境模式,gl.gl_替换); gl.glEnable(gl.gl\U纹理\U 2D); gl.glDisable(gl.gl\u混合); //--照明-- glEnable总包(gl.Glu颜色材料); gl.glLightModelf(gl.gl\u LIGHT\u MODEL\u双面,1.0f); gl.glColorMaterial(gl.gl\u前和后,gl.gl\u环境和漫反射); glEnable总图(总图Glu地图1顶点3); gl.glHint(gl.gl\u多边形\u平滑\u提示,gl.gl\u最佳); gl.glLightfv(gl.gl_LIGHT0,gl.gl_环境光,新浮点[]{.3f,.3f,.3f,1.f},0); gl.glLightfv(gl.gl_LIGHT0,gl.gl_DIFFUSE,newfloat[]{.55f,.55f,.55f,1.f},0); gl.glLightfv(gl.gl_LIGHT0,gl.gl_镜面反射,新浮点[]{.05f,.05f,.05f,1.f},0); gl.gl正面(gl.gl_CCW); glEnable总帐(gl.Glu LIGHT0); glEnable总图(glEnable总图照明); gl.glEnable(gl.gl\U深度测试); gl.glmaterialsv(gl.gl_前_和后,gl.gl_环境_和漫反射,新浮点[]{.5f、.5f、.5f、1.0f},0); gl.glmaterialsv(gl.gl_前_和后,gl.gl_镜面反射,新浮点[]{.05f、.05f、.05f、1.0f},0); gl.glMaterialfv(gl.gl_前_和后_,gl.gl_发射,新浮动[]{0.01f,0.01f,0.01f,1.f},0); gl.glmaterialsv(gl.gl_前_和_后,gl.gl_反光,新浮动[]{30},0); gl.glmaterialsv(gl.gl_FRONT_和_BACK,gl.gl_COLOR_索引,新浮点[]{1.0f,0.0f,0.0f,1.0f},0); gl.glCullFace(gl.GLU背面); gl.glDisable(gl.gl\u混合); glEnable总包(总包重缩放正常); 列表=总账。总账列表(3); this.needsRotate=true; this.needsTexture=true; } 私人空间重新构造(GL){ BuffereImage image1=makeImage(c1); BuffereImage image2=makeImage(c2); makeShape(gl、图像1、图像2); } 专用缓冲区映像生成映像(c色){ int y=1200; int x=1024; BuffereImage=新的BuffereImage(y,y,BuffereImage.TYPE_INT_RGB); Graphics2D g=image.createGraphics(); g、 挫折地面(颜色:白色); g、 clearRect(0,0,y,y); 矩形2D器=新矩形2D.Float(128128,x-256,x-256); g、 setColor(c); g、 填充(r); g、 处置(); 返回图像; } 专用void生成形状(总账、BuffereImage image1、BuffereImage image2){ 浮动x=1024.f/1200.f; texture1=TextureIO.newTexture(图1,假); texture2=TextureIO.newTexture

private void makeShape(GL gl, BufferedImage image1, BufferedImage image2) {
    if (texture1 != null) {
        texture1.dispose();
    }
    texture1 = TextureIO.newTexture(image1, false) ;
    if (texture2 != null) {
        texture2.dispose();
    }
    texture2 = TextureIO.newTexture(image2, false) ;
    // ...
}