> Date:         Tue, 4 Feb 2003 10:22:08 +0100
> From: =?iso-8859-1?Q?R=FCdiger_Lincke?= <[EMAIL PROTECTED]>
>
> Then I found that full screen exclusive mode is not a feature of Java 3D
> but of Java 1.4.x, and that FSEM is supported by Java3D with DirectX
> (through command line parameters) but not with Java3D with OpenGL.

No, you can definitely use FSEM with J3D/OGL in JDK 1.4.x.  The README
might be confusing you here.  It only mentions FSEM with respect to D3D.

The only thing that determines whether you can use Java 3D with FSEM is
whether or not GraphicsDevice.isFullScreenSupported() returns true.  It
usually returns true with Windows machines and false with Unix machines.

For both OGL and D3D you need to set the Java 2D property
sun.java2d.noddraw to true on the command line:

java -Dsun.java2d.noddraw=true <...>

> Also I found a work around for the lack of FSEM in Java3D OpenGL by
> making the window in the size of the screen.  But is this the same? Do
> I have then hardware acceleration? Are there still the events of other
> applications?
>
> Is FSEM really necessary to get good performance?

Most modern OpenGL hardware fully accelerates OpenGL within a window, so
there shouldn't be any difference between a window the size of the
screen and using FSEM.  But this could possibly vary from vendor to
vendor, and we haven't tried to characterize the performance tradeoffs.

FSEM doesn't really bring that much to 3D apps -- D3D and OpenGL have
always had pretty much direct access to the graphics hardware.  The main
advantage of FSEM for 3D apps is that it allows you to change the screen
resolution on the fly and it gets the window system out of the way.

> Does this mean that I can use FSEM for Swing and AWT GUI's basically,
> but also in connection with Java3D?
>
> When I want to have FSEM for Java3D only or as part of a Swing GUI,
> which one needs to be in FSEM? The Java3D Window/Panel, or all the GUI
> where the Java3D is embedded?

You set FSEM on a Window.  There are no Java 3D Windows or Panels, just
Canvas3D (which extends Canvas).  A Window is a Container which holds
other AWT or Swing components, such as a Panel or Canvas3D.

> Does it decrease the performance when I mix Swing and Java3D? Like
> when I have some small Java3D windows in a Swing GUI displaying my
> graphs, with some Swing controls for controllin them. Would it be more
> performant to maximize the Java3D windows/panels to full screen
> without any Swing and other things visible? Maybe making a GUI in
> Java3D to avoid mixing Swing elements with Java3D?

In JDK 1.4.x, Swing tries to use hardware acceleration for its
components if possible.  Unfortunately, that conflicts with Java 3D,
which is why you have to set sun.java2d.noddraw to true on the command
line.  Again, we haven't tried to characterize the performance tradeoffs
here.  Perhaps someone else on the interest list has more experience
with mixing a Swing GUI with FSEM.

> Should my graphics card (nVidia GeForce 2 Go 32 MB, for Notebook) work
> good with Java3D? Where can I find out?  Games like Counter Strike and
> Unreal Tournament run quite good, but a simple demo is running
> sometimes quite bad.

Any modern 3D graphics card should have excellent performance with Java
3D.  You'll probably run into performance problems with older cards.  If
your simple demo is running very slowly, it might be a Java 3D bug --
give us a test case to investigate.

> When I have a demo in a window its running good in the original size,
> but when I make the window just a few pixels bigger in height and
> width, performance decreases incredibly. Why?

You are probably crossing a resource boundary with frame buffer memory.
Those extra pixels may force the card to give up on a stencil buffer, or
a clipping plane, or a texture unit.  This can trigger software
emulation within the driver, which will lead to a drastic performance
decrease.  We sometimes see this sort of problem on 1600x1200 displays
when a window goes beyond the 1280x1024 size.

Try decreasing the screen, color, or Z buffer depth resolution.

> Is there some place in the internet where I can get good information.
> The sources I found so far seemed quite old and not maintained so much
> any more, for example the most information about FSEM is about DirectX
> 6.1 and Java 1.3 and before. No recent information found so far.

Have you looked at
http://java.sun.com/docs/books/tutorial/extra/fullscreen ?

Also see perf_guide.txt which is distributed with the Java 3D release.

Hope that helps -- Mark Hood

P.S. I've attached a small demo program ExclusiveModeTest.java to the
end of this email.

/*
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 *   the documentation and/or other materials provided with the
 *   distribution.
 *
 * Neither the name of Sun Microsystems, Inc. or the names of
 * contributors may be used to endorse or promote products derived
 * from this software without specific prior written permission.
 *
 * This software is provided "AS IS," without a warranty of any
 * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
 * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
 * EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE LIABLE FOR ANY DAMAGES
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import java.awt.* ;
import java.awt.event.* ;
import java.util.Timer ;
import java.util.TimerTask ;
import javax.media.j3d.* ;
import javax.vecmath.* ;
import com.sun.j3d.utils.geometry.ColorCube ;
import com.sun.j3d.utils.universe.* ;

public class ExclusiveModeTest implements KeyListener {

    static GraphicsDevice device ;

    public static void main(String[] args) {
        GraphicsEnvironment env ;
        GraphicsConfiguration config ;

        env = GraphicsEnvironment.getLocalGraphicsEnvironment() ;
        device = env.getDefaultScreenDevice() ;

        if (! device.isFullScreenSupported()) {
            System.out.println("Full screen exclusive mode not supported.") ;
            System.out.println("Device = " + device) ;
            System.exit(0) ;
        }

        config = SimpleUniverse.getPreferredConfiguration() ;

        Frame frame = new Frame(null, config) ;
        frame.setUndecorated(true) ;

        Panel panel = new Panel() ;
        panel.setLayout(new BorderLayout()) ;

        Canvas3D canvas3D = new Canvas3D(config) ;
        panel.add("Center", canvas3D) ;

        // If the call to setFullScreen() is placed here then the application
        // doesn't display anything and has to be killed externally, even with
        // the 1-minute timeout below.
        //
        // device.setFullScreenWindow(frame) ;
        //
        frame.add("Center", panel) ;
        device.setFullScreenWindow(frame) ;

        if (device.getFullScreenWindow() == null)
            System.out.println("Did not get fullscreen exclusive mode.") ;
        else
            System.out.println("Got fullscreen exclusive mode.") ;

        // Provide a way to kill the application.
        canvas3D.addKeyListener(new ExclusiveModeTest()) ;

        // Create a simple scene.
        BranchGroup scene = createSceneGraph() ;

        // Create a virtual universe.
        SimpleUniverse u = new SimpleUniverse(canvas3D) ;

        // This will move the ViewPlatform back a bit so the
        // objects in the scene can be viewed.
        u.getViewingPlatform().setNominalViewingTransform() ;

        // Attach the scene to the universe.
        u.addBranchGraph(scene) ;

        // Kill the application after 1 minute.
        Timer timer = new Timer() ;
        timer.schedule(new TimerTask() {
            public void run() {
                System.out.println("killed by 1 minute timeout") ;
                System.exit(0) ;
            }
        }, 60000) ;
    }

    static BranchGroup createSceneGraph() {
        // Create the root of the branch graph
        BranchGroup objRoot = new BranchGroup() ;

        // Create the TransformGroup node and initialize it to the
        // identity. Enable the TRANSFORM_WRITE capability so that
        // our behavior code can modify it at run time. Add it to
        // the root of the subgraph.
        TransformGroup objTrans = new TransformGroup();
        objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        objRoot.addChild(objTrans) ;

        // Create a simple Shape3D node; add it to the scene graph.
        objTrans.addChild(new ColorCube(0.4)) ;

        // Create a new Behavior object that will perform the
        // desired operation on the specified transform and add
        // it into the scene graph.
        Transform3D yAxis = new Transform3D() ;
        Alpha rotationAlpha = new Alpha(-1, 4000) ;

        RotationInterpolator rotator =
            new RotationInterpolator(rotationAlpha, objTrans, yAxis,
                                     0.0f, (float) Math.PI*2.0f) ;
        BoundingSphere bounds =
            new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
        rotator.setSchedulingBounds(bounds);
        objRoot.addChild(rotator) ;

        // Have Java 3D perform optimizations on this scene graph.
        objRoot.compile() ;

        return objRoot ;
    }


    public void keyReleased(final KeyEvent e) {
        System.out.println("got keyReleased") ;
        device.setFullScreenWindow(null) ;
        System.exit(0) ;
    }

    public void keyPressed(final KeyEvent e) {
        System.out.println("got keyPressed") ;
        device.setFullScreenWindow(null) ;
        System.exit(0) ;
    }

    public void keyTyped(final KeyEvent e) {
        System.out.println("got keyTyped") ;
        device.setFullScreenWindow(null) ;
        System.exit(0) ;
    }
}

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