Hi Mik,
All I can do is reiterate what I've said before... Our OGL pipeline
is only as good as the underlying drivers. We've done a ton of work
with Nvidia and ATI to get them to fix the remaining driver bugs, and
those efforts have been mostly successful. Lately we've been waiting
on both companies to release new drivers that contain fixes for some
really annoying crash/artifact bugs that cropped up recently. Both
Nvidia and ATI have a large testsuite that exercises Java 2D's OGL
pipeline, and this has helped prevent driver regression bugs, but
unfortunately it hasn't completely eliminated the problem. All we
can do is continue to keep the pressure on those companies so that
they don't release buggy drivers.
Please, if you've seen any bugs or performance issues in the OGL
pipeline, even if you think they're just driver bugs (and they
probably are), submit a bug report! Don't assume that we already
know about the problem! We can't fix problems that we don't know
about! And be as specific as possible about the problem (OS,
graphics board(s), exact driver version(s)) and include a testcase.
We all want developers to be able to consistently rely on the OGL
pipeline; the only way to get there is for developers like yourself
to help us stamp out the remaining bugs and keep the graphics vendors
on their toes.
Chris
On Feb 23, 2007, at 2:22 AM, Michele Puccini wrote:
Hi Chris,
that's fantastic news indeed. I'll check the new jdk7 as soon as
b10 is released.
While waiting for your blogs, I have a story for you.
Some time ago I was forced to use LWJGL in order to write an OpenGL/
Graphics2D wrapper (not as complete as the real thing, but it works
very well for images, clipping, some kind of vectors). That's why
when I started with the java2d-ogl it was "too fresh" to be stable
and fast. It was jdk 1.4.x time, if I don't mistake.
Then time passed and now we have jdk6 (and this is GOOD). Sadly all
my experiments to update my code in order to take advantage of the
new jav2d-ogl failed again because of the number of crashes or
unexpected behaviors experienced even with very simple test code.
Driver issues, one might say. Bad test code ? Not likely, maybe...
But it's all very discouraging for me.
By the time I'm writing this email I'm also testing some "deeply-
raw-five-min-dev-time" code in order to see how the jav2d-ogl
impacts the speed of antialiased drawLine()s.
- The test itself hangs on jdk6 but runs on jdk5.
- I see no speed increases by turning on/off opengl.
- I usually get a crash in NVOpenGLPbuffer on jdk6 when resizing
the jframe.
Other problem: when I turn on "sun.java2d.opengl" also the gui
becomes accelerated, but this could also be the source of repaint
problems and other odd driver/config dependent issues. Result: I
can't ship my apps with opengl enabled by default. I would opt for
the possibility to have the choiche to not accelerate Swing.
So, jav2d-ogl is a wicked good idea. We all wanted it. But.. how
can I make real-world use of it ?
Cheers,
Mik
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======================================================================
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----- Original Message ----- From: "Chris Campbell"
<[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, February 22, 2007 6:46 PM
Subject: Re: [JAVA2D] java2d Compositing -> OpenGL fragment shaders
Hi Mik,
On Feb 22, 2007, at 2:11 AM, Michele Puccini wrote:
A little followup..
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