Quantcast
Channel: Active questions tagged crash - Stack Overflow
Viewing all articles
Browse latest Browse all 7199

JOGL : forced to sleep in display function to avoid PC crash : Hardware problem or not?

$
0
0

i'm a new JOGL user and i'm trying to implement some functions with for a future game.

My GLEventListener display function just call a function for each entity with the same GL2 instance as argument.

Currently i'm trying to render animated entities with textures. So i had loaded TextureData ( via TextureIO ) in the constructor and i'm just building Texture ( via TextureIO and textureData ) and render it with the classic gl.glBegin(GL2.GL_QUAD) --- gl.glEnd().

But with two entities like this my PC become totally bugged : it look to work but every graphics are definitely freeze, and i need to manually reboot.

So i've tried to slow down the display function by making the thread sleep. And surprise no more crash. BUT : with 1 render every 30ms it still crash and with 200ms it do not.

It look to work for my PC, but what if another PC can handle a 20ms refresh ?

.

It clearly look to not be the best way to do.

If my pc cannot go so fast, the app should be "late" and my PC shouldn't bug like that right ?

Does the problem come from JOGL configuration / initialization ? Or it just come from my hardware ( i915 graphic card :/ ) ?

And wherever he comes, what is the best way to handle it ?

I've look a lot at google, but i didn't find a similar topic, so i'm directly asking to you :)

Thx.


Viewing all articles
Browse latest Browse all 7199

Latest Images

Trending Articles



Latest Images