This seems insane, but I've been able to reproduce an issue where my JOGL app crashes if I'm not using an external monitor. All I do is start the app, and it immediately becomes unresponsive. If I plug in an external monitor, the problem disappears.
If I let the app run, then randomly pause it in a debugger, I get the following stack trace:
GraphicsApp at localhost:3173 (Suspended)
Daemon System Thread [Attach Listener] (Suspended)
Daemon System Thread [Signal Dispatcher] (Suspended)
Daemon System Thread [Finalizer] (Suspended)
Object.wait(long) line: not available [native method]
ReferenceQueue<T>.remove(long) line: not available
ReferenceQueue<T>.remove() line: not available
Finalizer$FinalizerThread.run() line: not available
Daemon System Thread [Reference Handler] (Suspended)
Object.wait(long) line: not available [native method]
Reference$Lock(Object).wait() line: 485
Reference$ReferenceHandler.run() line: not available
Daemon System Thread [Java2D Disposer] (Suspended)
Object.wait(long) line: not available [native method]
ReferenceQueue<T>.remove(long) line: not available
ReferenceQueue<T>.remove() line: not available
Disposer.run() line: not available
Thread.run() line: not available
Daemon Thread [AWT-Windows] (Suspended)
WToolkit.eventLoop() line: not available [native method]
WToolkit.run() line: not available
Thread.run() line: not available
Thread [AWT-Shutdown] (Suspended)
Object.wait(long) line: not available [native method]
Object.wait() line: 485
AWTAutoShutdown.run() line: not available
Thread.run() line: not available
Thread [AWT-EventQueue-0] (Suspended)
WGLExtImpl.dispatch_wglMakeContextCurrent1(long, long, long, long) line: not available [native method]
WGLExtImpl.wglMakeContextCurrent(long, long, long) line: 658
WindowsOnscreenWGLContext(WindowsWGLContext).wglMakeContextCurrent(long, long, long) line: 104
WindowsOnscreenWGLContext(WindowsWGLContext).releaseImpl() line: 315
WindowsOnscreenWGLContext(GLContextImpl).release() line: 151
GLDrawableHelper.invokeGL(GLDrawable, GLContext, Runnable, Runnable) line: 291
GLCanvas$DisplayOnEventDispatchThreadAction.run() line: 674
InvocationEvent.dispatch() line: not available
EventQueue.dispatchEvent(AWTEvent) line: not available
EventDispatchThread.pumpOneEventForFilters(int) line: not available
EventDispatchThread.pumpEventsForFilter(int, Conditional, EventFilter) line: not available
EventDispatchThread.pumpEventsForHierarchy(int, Conditional, Component) line: not available
EventDispatchThread.pumpEvents(int, Conditional) line: not available
EventDispatchThread.pumpEvents(Conditional) line: not available
EventDispatchThread.run() line: not available
Daemon System Thread [D3D Screen Updater] (Suspended)
Object.wait(long) line: not available [native method]
D3DScreenUpdateManager.run() line: not available
Thread.run() line: not available
Thread [DestroyJavaVM] (Suspended)
Thread [Timer-0] (Suspended)
Object.wait(long) line: not available [native method]
EventQueue$1AWTInvocationLock(Object).wait() line: 485
EventQueue.invokeAndWait(Runnable) line: not available
AWTThreadingPlugin.invokeOnOpenGLThread(Runnable) line: 99
ThreadingImpl.invokeOnOpenGLThread(Runnable) line: 192
Threading.invokeOnOpenGLThread(Runnable) line: 164
GLCanvas.maybeDoSingleThreadedWorkaround(Runnable, Runnable) line: 591
GLCanvas.display() line: 301
AnimatorImpl.display(Animator, boolean, boolean) line: 50
FPSAnimator(Animator).display() line: 154
FPSAnimator$1.run() line: 95
TimerThread.mainLoop() line: not available
TimerThread.run() line: not available [local variables unavailable]
I开发者_StackOverflow社区 haven't tested to see if I can reproduce this issue just using OpenGL.
Am I doing something wrong? Perhaps I'm confused about the monitor issue and it's something else?
Any chance you have setVSyncEnabled(true) somewhere or gl.setSwapInterval(<some nonzero value>)? Search for "Vertical retrace" here if you'd like to know more.
Are you running -Djava.awt.headless=true ?
Are you using an Intel integrated graphics chipset? I've seen some problems with those for multi- or external-monitor support with JOGL. You might try on another computer with a different graphics card to see if the behavior changes -- if it does, your current graphics driver may be at fault.
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