Skip to main content

[JAVA3D-INTEREST] Problem with texture on OS X...

6 replies [Last post]
Anonymous

Hi,

I have a problem with textures being forced to 16bit
color depth using Java3D on the Mac. I can't reproduce
the problem on Windows or Linux. Has anyone seen
this problem? Is there some -Dj3d option I should know
about or is this a problem with the port to Mac?

------------------------------------------------------------------
Tom Rink
Space Science and Engineering Center
Univ of Wisconsin - Madison
rink@ssec.wisc.edu

---------------------------------------------------------------------
To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
For additional commands, e-mail: interest-help@java3d.dev.java.net

Reply viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Tom Rink

java3d-interest@javadesktop.org wrote:

>A stupid question...
>can you have an other opengl application running on the machine?
>Is it rendered 16 bits also?
>
Do you mean an OpenGL application independent of Java3D?
I guess that would help to isolate the problem.

>Drivers can force image depth. Maybe one of those evil settings is set?
>---
>[Message sent by forum member 'pepe' (frederic barachant)]
>
>http://www.javadesktop.org/forums/thread.jspa?messageID=47565맍
>
>---------------------------------------------------------------------
>To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
>For additional commands, e-mail: interest-help@java3d.dev.java.net
>
>
>

---------------------------------------------------------------------
To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
For additional commands, e-mail: interest-help@java3d.dev.java.net

pepe
Offline
Joined: 2003-06-10

May i ask a stupid question, if you don't mind...
can you have an other opengl application running on the machine?
Is it rendered 16 bits also?
Drivers can force image depth. Maybe one of those evil settings is set?

Message was edited by: pepe

Matthew Hilliard

>can you have an other opengl application running on the machine?
>Is it rendered 16 bits also?

Its my understanding that much of the desktop in OsX is accelerated by
OpenGL--so in fact, there are no fewer than 1 OpenGL apps running at any
given moment, and obviously more are possible.

Check that the desktop is set to "Millions" of colours instead of
"Thousands" (Task Bar -> System Preferences -> Displays -> Display -> Color )

---------------------------------------------------------------------
To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
For additional commands, e-mail: interest-help@java3d.dev.java.net

Tom Rink

Matthew Hilliard wrote:

>
>> can you have an other opengl application running on the machine?
>> Is it rendered 16 bits also?
>
>
> Its my understanding that much of the desktop in OsX is accelerated by
> OpenGL--so in fact, there are no fewer than 1 OpenGL apps running at
> any given moment, and obviously more are possible.
>
> Check that the desktop is set to "Millions" of colours instead of
> "Thousands" (Task Bar -> System Preferences -> Displays -> Display ->
> Color )

I did double check this, and "Millions" of colors has been selected.
Unfortunately there are no controls under Display related to
graphics settings.

>
>
>
>
> ---------------------------------------------------------------------
> To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
> For additional commands, e-mail: interest-help@java3d.dev.java.net
>

---------------------------------------------------------------------
To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
For additional commands, e-mail: interest-help@java3d.dev.java.net

Matthew Hilliard

Hmm.
I know that the Java base revision has some influence on the workings of
j3d on Apple.
Has the machine been updated to 1.4.2 or is it still running 1.4.1?

Beyond that, the only CL parameter I know for j3d rendering is

-Dapple.j3d.CheckForContextUpdateEachFrame={true|false]
Basically after every frame, context rendering parameters such as window
size position and and depth are queried and the rendering infrastructure is
updated accordingly. Setting this to true is a must if an app traverses
monitors or spans them, but may help you here as well though will likely
incur a performance hit.

As frederic stated, if you only get 16bpp with other apps or there are a
handful of other GL apps running, it may be a hardware or driver limitation
(for example, if the desktop resolution uses a high percentage of vram, it
may be the driver drops depth somewhere in in your frame buffer, z-buffer,
stored textures, etc so it has enough room to give you a little bit of
each). Unlike OpenGL, where you explicitly have to ask and make tradeoffs
about these features when vram is short, J3D gets the best features it
can, and it may just be you're falling back to something "less than
exceptional" here.

You may also have encountered a bug with Apple's j3d, and may have to file
a report with them (or get them to document this "feature"). There may be
also some other trick to unlocking depth and the Apple forums would
probably be more help than this one.

Finally, here are some awt image-based pixel format calls that may
help--though it seems less likely:
http://developer.apple.com/documentation/Java/Reference/Java14SysPropert....

---------------------------------------------------------------------
To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
For additional commands, e-mail: interest-help@java3d.dev.java.net

Tom Rink

Hi Matthew,

Matthew Hilliard wrote:

> Hmm.
> I know that the Java base revision has some influence on the workings
> of j3d on Apple.
> Has the machine been updated to 1.4.2 or is it still running 1.4.1?

1.4.2

>
>
> Beyond that, the only CL parameter I know for j3d rendering is
>
> -Dapple.j3d.CheckForContextUpdateEachFrame={true|false]
> Basically after every frame, context rendering parameters such as
> window size position and and depth are queried and the rendering
> infrastructure is updated accordingly. Setting this to true is a must
> if an app traverses monitors or spans them, but may help you here as
> well though will likely incur a performance hit.

I'll experiment with this, thanks.

>
>
> As frederic stated, if you only get 16bpp with other apps or there are
> a handful of other GL apps running, it may be a hardware or driver
> limitation (for example, if the desktop resolution uses a high
> percentage of vram, it may be the driver drops depth somewhere in in
> your frame buffer, z-buffer, stored textures, etc so it has enough
> room to give you a little bit of each). Unlike OpenGL, where you
> explicitly have to ask and make tradeoffs about these features when
> vram is short, J3D gets the best features it can, and it may just be
> you're falling back to something "less than exceptional" here.

I don't have more than one GL app running at a time, but I'll put together
a separate GL app, maybe JOGL, to try an isolate the problem to Apple's
Java3D

>
>
> You may also have encountered a bug with Apple's j3d, and may have to
> file a report with them (or get them to document this "feature").
> There may be also some other trick to unlocking depth and the Apple
> forums would probably be more help than this one.
>
> Finally, here are some awt image-based pixel format calls that may
> help--though it seems less likely:
> http://developer.apple.com/documentation/Java/Reference/Java14SysPropert....
>

Thanks for your suggestions,

Tom

---------------------------------------------------------------------
To unsubscribe, e-mail: interest-unsubscribe@java3d.dev.java.net
For additional commands, e-mail: interest-help@java3d.dev.java.net