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Update gluegen and jogl to 2.6.0 #320
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Thank you a lot for this contribution! I unfortunately need to spend some time making cross platform verifications as I have encountered many issues in the past with JOGL, so your PR may remain open for a while :/ |
Hi @jzy3d, I also experienced issues with JOGL on another project I'm working on, especially on macOS... If you need help with testing, I have an M1 MacBook and an amd64 Windows machine. I can also run arm64 Windows and Linux on Parallels Desktop on my MacBook. Is running the unit tests/test projects enough or do you do more extensive testing? |
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Thank you @SiboVG ! Were the problems you encountered fixed by JOGL 2.6.0? I indeed run the test project on all platforms, usually macos/linux/windows on M1 & amd64. Nice if you can run Windows on arm64! I will soon work again on Jzy3D since I am about to add an alternative OpenGL binding that could be of interest to you : https://github.com/panama-gl/panama-gl |
I haven't seen concrete improvements with JOGL 2.6.0, but some issues were resolved in 2.5.0. The biggest issue I still face is a complete freeze on macOS (https://jogamp.org/bugzilla/show_bug.cgi?id=1478). That's scheduled to be resolved in the next JOGL release.
I'll try.
Huh, didn't know about that, thanks! I'm now in the process of rewriting our JOGL code to LWJGL, though integration with Swing is tricky. I'll probably have to use off-screen rendering. |
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Ha, well, I ran the unit tests of the |
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The test you mention is running properly on my macOS Ventura on M1 (I tried JDK 22, 17 and 11). Could you detail your setup? Bugzilla is unavailable so I'm not sure which hang you refer to. The latest jzy3d version uses a patched JOGL version (rc4 that this PR refers to). This rc4 is available on jzy3D maven server. Would it address your issue? PanamaGL was written by me so just ask if you need clarifications. If supports up to GL2 and runs on all windowing toolkits (SWT will come soon). I did all the offscreen rendering stuff already and it is really easy to use. Hope I can soon move the jzy3d integration here ! Also interesting for you : Jzy3D has a software implementation of OpenGL (EmulGL). It works well for simple charts/meshes. Don't know if this could be useful to your project? |
Running Java 17: $ java --version
openjdk 17.0.16 2025-07-15
OpenJDK Runtime Environment Temurin-17.0.16+8 (build 17.0.16+8)
OpenJDK 64-Bit Server VM Temurin-17.0.16+8 (build 17.0.16+8, mixed mode, sharing)Note that it does not always fail on said test, sometimes it fails on others, and if I run the test only by itself, it also passes. It's a really strange bug... Bugzilla is back online, so you can see my full specs on the linked issue.
Unfortunately not. I have the same issue running the unit tests on the master branch.
That sounds tempting, I will definitely check it out once, thanks! Does the rendering take a performance hit because it's written in Java?
We also need moderately complex shaders, e.g. to render smoke and flames. I'm not sure if that's a good fit. |
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Thanks. To summarize the progress on this branch :
To answer your points
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Sounds like a good summary.
Thank you for the clarification! |
The custom build is not needed any more. And jogl 2.6 has some nice bug fixes.