Comments (16)
Some GPUs (or drivers) only support OpenGL 1.1 which doesn't allow for shader
creation. WebGL is fundamentally based on shaders so that means you pretty much
can't do anything.
Can you give me some info on your GPU?
And can you try running: http://jogamp.org/jogl-demos/www/applettest.html
This demo works with OpenGL 1.1.
Original comment by [email protected]
on 22 Jun 2011 at 9:22
from jebgl.
Forgot the most important part: can you give me the output on the Java console
which running the applettest demo?
Original comment by [email protected]
on 22 Jun 2011 at 9:26
from jebgl.
My drivers support up to OpenGL 3.3 last time I checked, didn't check lately
for drivers because I use WebGL anyway so I wouldn't be able to use anything
new in the first place.
I have an ATI Radeon HD 4850 card.
I asked someone else to try and run it (I don't know what card he has, but it's
newer then mine and I believe made by Nvidia), with the same results.
The exact output is this:
"Exception: Error: Target applet or JVM process exited abruptly"
"Exception: Error: It appears your GPU doesn't support OpenGL 2.0. JebGL
requires OpenGL 2.0 or more. (details: glCreateShader method not available)"
The GL 1.1 demo page hangs every time I let it use Java.
Original comment by [email protected]
on 22 Jun 2011 at 10:31
from jebgl.
Ops, the "Exception:" part is from my code :)
Original comment by [email protected]
on 22 Jun 2011 at 10:32
from jebgl.
If the JOGL demo (http://jogamp.org/jogl-demos/www/applettest.html) doesn't
work then it's a bug in JOGL.
Original comment by [email protected]
on 23 Jun 2011 at 6:46
- Changed state: WontFix
from jebgl.
Ok I tested that demo again, and this time it worked instead of hanging.
I find it a little hard to believe that JOGL has a bug this big.
Maybe dig it deeper? I would really like to be able to show my WebGL code on
every browser, this is a pretty genius idea.
Original comment by [email protected]
on 23 Jun 2011 at 4:53
from jebgl.
Ok, then it's here after all :)
Can you try and download the development edition (getParameter wasn't
implemented in 0.1)? If you don't want to compile it yourself you can get it at
http://jebgl.com/jebgl.js and http://jebgl.com/jebgl.jar
What do these give you:
gl.getParameter(gl.VERSION)
gl.getParameter(gl.VENDOR)
gl.getParameter(gl.SHADING_LANGUAGE_VERSION)
gl.getParameter(gl.RENDERER)
Original comment by [email protected]
on 24 Jun 2011 at 8:19
- Changed state: Started
from jebgl.
It stops with this exception before I can test things: "GL_SHADER_COMPILER
undefined in applet".
I assume this is related to the fact it can't find OpenGL 2, but I might be
mistaken.
Just to be sure I am using JebGL correctly, all I do is add
"http://jebgl.com/jebgl.js" to my list of imported scripts (<script
src="..."></script>), and call jebgl as shown in the FAQ.
I don't really want to host the JARs or source locally yet.
Original comment by [email protected]
on 24 Jun 2011 at 10:14
from jebgl.
You need to set it to use the new .jar as well, so you need to run (with
changes according to your setup):
jebgl(document.getElementById('canvas'), run, { jebglJar: "../jebgl.jar",
alwaysApplet: true});
It still gets the JOGL jars from Google Code. The alwaysApplet setting makes
sure to run the applet even when your browser supports WebGL.
Original comment by [email protected]
on 24 Jun 2011 at 10:27
from jebgl.
Ok linking to the updated JAR removed those errors, but it doesn't recognize
glGetString in getParameter (which is pretty weird).
Nice to know alwaysApplet exists, I had to disable WebGL by force until now in
order to test this :)
Original comment by [email protected]
on 24 Jun 2011 at 12:46
from jebgl.
Aside from that, it still gives the OpenGL 2 error.
It also shows now an "Error calling method on NPObject" error, maybe you need
to add some security flag to the applet?
Original comment by [email protected]
on 24 Jun 2011 at 12:52
from jebgl.
Well, it seems like the applet is crashing for some reason. That would be
consistent with both the glCreateShader error (it just checks if the applet
method is available) and NPObject error you describe. Can you get any of the
lesson demos to work?
You can also try to narrow down the command that triggers the error by running
gl.finish() after the gl commands. Without it the applet may run the
problematic gl command much later in your script.
Original comment by [email protected]
on 24 Jun 2011 at 4:55
from jebgl.
Ok, just to be sure it's not just me being stupid, I tested all the lessons and
they worked perfectly fine (you should add a link to the 16th in the project
main page).
I then went and copied lesson 16 to my local computer, linked back to the
correct JavaScript file and JAR file, and it appears to be getting NPObject in
texImage2D in this part:
this.JebApp.glTexImage2D(target, level, internalformat, width, height, 0,
formatWidth, typeHeight, imageBorder.src);
I am assuming this has some violation of the applet's security rules, so you
might want to check/change them.
My local copy is here
http://dl.dropbox.com/u/26776837/server/jebgl/lesson16.html
Original comment by [email protected]
on 24 Jun 2011 at 8:30
from jebgl.
I copied jebgl.js and jebgl.jar locally too and it stopped the security issues
for lesson 16.
My actual code, however, is still reporting NPObject and the fact that OpenGL 2
is not supported. I'll try to see what's the cause.
Original comment by [email protected]
on 24 Jun 2011 at 9:34
from jebgl.
Ok, it appears I have been stupid after all.
This was all caused by security violations, I now host all the files and it
works.
I did find another issue, but I am going to open a new issue for order's sake.
Original comment by [email protected]
on 24 Jun 2011 at 11:23
from jebgl.
Original comment by [email protected]
on 25 Jun 2011 at 6:35
- Changed state: Done
from jebgl.
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