Java 在JOGL应用程序中使用纹理时,ati图形卡最终都会崩溃
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.
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) ;
// ...
}