My swing application is trying to use OpenGL to get better performance. But on some machines the UI doesnt load at all. How could i determine programmatically if OpenGl is supported so i could switch between xrenderer/OpenGL?
xrenderer works fine on all machines ive tested but id rather use OpenGL
This is what im using to enabled OpenGL
System.setProperty("sun.java2d.opengl","True");
This is what i get on the console:
"OpenGL pipeline enabled for default config on screen 1". I think this means that OpenGL is on, but the UI components wont load and the screen is white. I can still click on the invisible buttoms though.
(source: i.ibb.co)
EDIT: Sort of figured out the problem, OpenGL is enabled on screen 1 but not on screen 0. I dont know how to force it to be enabled on both 0 and 1. Disconnecting the second display caused OpenGL to bve enabled on screen 0, but this did not help and the app is still blank
Related
I have a custom info window set up for my marker with simple 9patch file for its background. It seems to be working perfectly but when I run the app on emulator (Nexus 6P) it is misaligned - left side of 9patch ends up being shorter then the right side. You can see what I am talking about on this picture:
As you can see on the photo, left size is larger and therefore info windows seems of center. This happens is emulator but on my Galaxy S6 everything appears normal. I am not sure if it is the emulator or pixel density problem.
I also don't think its problem with 9patch since in preview everything seems to be normal.
Also in XML layotu where I use the background, preview shows normally sized info window.
So I am building this game and a map editor / sdk type deal to go with it. On my desktop pc running w7 and my buddies laptop running w10 everything works absolutely fine. I can add objects and move them around (there is also an auto updating properties window to go with each obj) and everything is great.
I am currently traveling so I decided to copy the project over to my macbook. Everything UI wise still works with the exception of things stopped rendering. I know the objects exist within the app because I can click where they would be and the properties update like the would on my desktop the textures just simply are not rendering. I am using a standard orthographic camera and spritebatch setup i've done 1million times and i have all the matricies being forwarded to the batch from the camera as well as your standard color buffer bit glclear call and glclearcolor calls. Why would moving this project to my macbook make textures quit rendering?
Using jdk / jre 1.8_91 on both machines and the same ver of eclipse (mars).
EDIT: ShapeRenderer is not working as well. I also have already tried removing the camera entirely and still no-go. During my rendering loop I am able to print out accurate pixel RBG values and width/height of images that should be rendering which means I am not dealing with some odd nullptr or anything of that nature.
I figured out the issue. By resizing my window the jmenus popup and so do all my renderables. For some reason calling pack() is not working on the frame and I have to resize it to refresh everything at first launch of the app now for this problem =P
One of our JavaFX 8 freezes quite frequently when running on Microsoft Surface 3, every now and then when running on a different tablet running Windows 8 and once in a blue moon when running on a normal desktop.
If we run it with prism.order=sw, it doesn't freeze but the performance on tablets is a little bit too slow to be usable.
When it the screen freezes, one can still click on the screen and all events and the JavaFX thread appear to be working as usual but it just seems that the prism / quantum rendering or whatever it is that it actually converts the scenegraph to pixels crashed.
I've reported a bug in the old JIRA and new JBS and apparently we need to produce a reproducible test case which we don't have time to prepare.
Any ideas as to why this can be happening? Anyone has had this happening as well? Any hints as to how to get to the root of the problem?
I have an Windows Phone 8 app made with PhoneGap framework to show a map of OpenLayers. Sometimes, although very rarely, I surf between views (jQuery Mobile is used) and suddenly when I am back on Map it shows an extra tile on the center of map. Tile is as wide as the map and starts some 20% before top and ends some 20% from bottom. It does disappear only when restarting the app.
I am trying to show up the phenomenon on dev mode of Google on browser, but so far no success.
No error is shown on console of wp8 sdk, I was testing it on device connected to visual studio.
What may cause that thing and could it be fixed somehow?
edit1: It may be possible I trigger a swipe event while moving the screen fast and that may make the Openlayers in error state.
First try:
I added this line:
-ms-scroll-chaining: chained;
to the div containing the map.
I used jQuery / HTML5 / gwt app for WP8 (Lumia 920) device: vertical css scroll fix to attach another things to same place, so I added it there.
UPDATE
This was not the fix, problem stayed. See below the correct answer:
The real answer:
https://github.com/openlayers/openlayers/issues/929 tells this is known issue of openlayers, that is already fixed in the latest version.
So, please update version of OpenLayers!
On an Android platform I have to find out the global mouse position. This means not just in the currently running app. But in any app or in home screen. I have full access to the Android platform. So this could be also some solution in C working on the underlying Linux system.
I know its pretty easy on Linux using xdotool, but unfortunately this relies on Xlib and so on. There is no X server on Android. At least not on mine.
Is there some command I can use or something on the Linux system, where I can read the mouse position?
Thanks,
Eduard
I couldnt find a way to get the mouse position. So I have implemented a workaround to control the mouse with absolute values. Im resetting the mouse at start to 0/0 and after that Im buffering the actual position.