Hi,

  Bug 4413855 - OGL: hardware acceleration is not used for some graphics card

  is filed for investigation.

Thanks for your bug report.

- Kelvin
--------------
Java 3D Team
Sun Microsystems Inc.


>X-Unix-From: [EMAIL PROTECTED]  Tue Feb  6 18:18:56 2001
>MIME-Version: 1.0
>X-Priority: 3
>X-MSMail-Priority: Normal
>X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2919.6700
>Date: Tue, 6 Feb 2001 18:20:49 -0800
>From: Jack Pien <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Java3D issues with ATI Rage Mobility 128 M4
>To: [EMAIL PROTECTED]
>
>hi,
>
>i was wondering if anyone has ran Java3D (1.2OpenGL w/ Java1.3) on an ATI Rage 
>Mobility M4 128 (on a
Dell Inspiron 8000).  i see a consistent system hang which requires a reboot whenever 
you clip the Java3D
window (running any j3d demo app) with another window or against the edge of the 
screen.  J3D works if
it's not clipped, just when you start dragging a window over the Java3D window, you'd 
get a hang after
some dragging and clipping.  this is most likely a graphics driver bug but just wanted 
to see if anyone
has seen the same problems - or better yet, if anyone knows the reason for the hang.
>
>also, it also seems like the ATI Rage Mobility only accelerates in 32 bit color mode 
>(i saw someone post
this phenomenon in a past thread but didn't see a resolution).  16 bit color mode 
seems to lead to use of
a non-accelerated pixel format (ie HelloUniverse uses pixel format 3 or 4 in 32 bit 
mode but pixel format
12 in 16 bit mode).  but when i run some OpenGL benchmarks (like Glaze, 3Dlabs sample 
demo/benchmarks)
they all seem to accelerate fine in 16 bit color mode.  anyone see this?  reasons?
>
>thanks.
>
>Jack Pien
>Asenza Corporation
>(650)838-0068
>[EMAIL PROTECTED]
>
X-Unix-From: [EMAIL PROTECTED]  Tue Jan 30 10:32:27 2001
User-Agent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; m18) Gecko/20001108 
Netscape6/6.0
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Date: Tue, 30 Jan 2001 13:15:27 -0500
From: Karl Fischer <[EMAIL PROTECTED]>
Subject: Re: [JAVA3D] OpenGL Hardware Acceleration
To: [EMAIL PROTECTED]

I have seen similar behavior under Windows 2000 where a Java 3D program
runs with software rendering while an OpenGL program runs with hardware
acceleration. In addition the Java 3D program causes all the windows on
the screen to redraw frequently at random intervals (maybe some weird
artifact of the software OpenGL implementation). For me these problems
always occurs in 16 bit color mode. Try switching to 32 bit color mode.
On the systems I have tried this on Java 3D runs fine in 32 bit color mode.

None the less this is odd behavior, and seems like a bug in Java 3D. It
should generally be easier for the hardware acceleration to kick in in
16 bit color, not harder, since a 16 bit display uses less video memory
and requires less video memory bandwidth. For example I am currently
using an Nvidia TNT2 M64 card, essentially a gaming card, which if
anything should be happier with 16 bit versus 32 bit color. However it
is actually many times faster in 32 bit color than 16 bit color with
Java 3D applications. Maybe Java 3D is asking OpenGL for some weird
setting that doesn't mix with 16 bit color, which causes the OpenGL
driver to fall back to software rendering. This is what OpenGL is
supposed to do whenever the application asks for something that the
hardware doesn't support. As I said, seems like a bug in Java 3D.

Karl Fischer


Mauricio Vives wrote:

> Hey folks,
>
> I am developing a Java 3D-based applet, and this applet is running on a
> variety of Windows 2000 systems that support OpenGL hardware acceleration
> (which I have been able to detect with C++ code).  However, my applet seems
> to always use the Microsoft software implementation of OpenGL instead of
> hardware-accelerated OpenGL.  This results in very slow rendering, even for
> simple geometry.  The slow rendering is particularly noticeable when
> textures are used.  Since it is very easy for me to get a C++ application to
> use hardware-accelerated OpenGL on these machines, I am almost certain the
> problem lies with Java 3D.
>
> Why would an applet use software-based OpenGL instead of
> hardware-accelerated OpenGL?  Is there even a way to direct an applet to use
> hardware-accelerated OpenGL? (I did not see any mention of this in the Java
> 3D spec)  If not, is it at least possible to detect for sure whether an
> applet is using hardware-accelerated OpenGL?
>
> Thanks in advance for any info you can give me.
>
> - Mauricio
>

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