Swing 和 AWT GLCanvas Flickering/Blinkering

Swing and AWT GLCanvas Flickering/Blinkering

我正在做一个 UI 使用 Swing 创建组件和 GLCanvas (com.jogamp.opengl.awt.GLCanvas) 创建我的 window.

下一个问题

在初始状态下,一切正常,但是当我拖动 window 调整它的大小时,包含我的 GLCanvas 的 JPanel 开始 flick/blink。

正在阅读其他主题,我试试flag System.setProperty("sun.awt.noerasebackground", "true");但它不起作用。

从 GLCanvas my class.

扩展的覆盖方法 Init
public void init(GLAutoDrawable drawable) {

    this.drawable=drawable;
    gl = drawable.getGL().getGL2();
    //glu = new GLU();
    //glut = new GLUT();
    gl.setSwapInterval(1);
    gl.glClearColor(getClearColor().getRed(),getClearColor().getGreen(),getClearColor().getBlue(), 1.0f);
//*******************************
SetDefaultGLproperty();
System.setProperty("sun.awt.noerasebackground", "true");
System.out.println("PROPERTY ACTIVATE");
//SetDefaultLigthModel();

}

显示方式:

public void display(GLAutoDrawable drawable) {
  try{  
    //System.out.println("display de jcadcanvas");
    //gestion de la vista
    if (Scene.view.isSelectionMode || Scene.view.isMouseOver){
        //System.out.println("entra");
     startPicking( Scene.view.curX,Scene.view.curY);
     gl.glMultMatrixf(Scene.view.trackball.getRotMatrix(), 0);
     if (Scene!=null) Scene.DrawSceneInSelectionMode(gl);
     int r=endPicking(gl);
    if (r!=0) {
       if (Scene.view.isSelectionMode) {
           //System.out.println("select");
             Scene.selectionModel.addSelectedEntity(r);
             //isSelectionMode=false;
               } else
       if (Scene.view.isMouseOver) {
             Scene.selectionModel.setMouseOverEntity(r);
             //isMouseOver=false;
               }
     }

     //isMouseOver=false;
    }
    Scene.view.isSelectionMode=false;
     Scene.view.isMouseOver=false;
    //else { //*/*************************************



    if (Scene.view.fitView) {
        ZoomAll();
        Scene.view.fitView=false;
    } else
        SetOrthoProjection(Scene.view.leftViewVolume, Scene.view.rightViewVolume, Scene.view.bottomViewVolume, Scene.view.topViewVolume, Scene.view.nearViewVolume, Scene.view.farViewVolume);
    //System.out.println(Scene.leftViewVolume+" "+Scene.rightViewVolume+" "+Scene.bottomViewVolume+" "+ Scene.topViewVolume+" "+ Scene.nearViewVolume+" "+ Scene.farViewVolume);
     gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

    if (Scene.view.isZoomBox) DrawZoomBox() ;  ///caja de zoom
    gl.glMultMatrixf(Scene.view.trackball.getRotMatrix(), 0);
 /*
   if (!Scene.getSelectedNode().isEmpty()){
    JAbstractEntity centro=(JAbstractEntity)Scene.getSelectedNode().get(0);
    JPoint p=centro.getCentroid();
    gl.glTranslated(-p.x, -p.y,-p.z);
   }
  * */
    if (isDrawaxes()) {
        DrawAxes(gl);
    }
    if (Scene!=null) Scene.DrawScene(gl);
    //}

  } catch(com.jogamp.opengl.GLException e){

  }catch(java.util.ConcurrentModificationException e){

  }

  if (save) save();
}

和重塑方法:

public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
    //AQUI ESTA EL PROBLEMA DEL RESHAPE
    System.out.println(width+"entro"+height);
    double left = Scene.view.leftViewVolume;
    double right = Scene.view.rightViewVolume;
    double bottom = Scene.view.bottomViewVolume;
    double top = Scene.view.topViewVolume;
    if (width != aWidth) {
        System.out.println("ancho");
        double magnitud = ((Scene.view.rightViewVolume - Scene.view.leftViewVolume) * (double) height) / (double) width;
        magnitud = ((Scene.view.topViewVolume - Scene.view.bottomViewVolume) - magnitud) / 2.0;
        left = Scene.view.leftViewVolume;
        right = Scene.view.rightViewVolume;
        //bottom=topViewVolume-magnitud;
        bottom = Scene.view.bottomViewVolume + magnitud;
        top = Scene.view.topViewVolume - magnitud;
    } else if (height != aHeight) {
            System.out.println("alto");
        double magnitud = ((Scene.view.topViewVolume - Scene.view.bottomViewVolume) * (double) width) / (double) height;
        magnitud = ((Scene.view.rightViewVolume - Scene.view.leftViewVolume) - magnitud) / 2.0;
        left = Scene.view.leftViewVolume + magnitud;
        right = Scene.view.rightViewVolume - magnitud;
        bottom = Scene.view.bottomViewVolume;
        top = Scene.view.topViewVolume;
    }

    aHeight = height;
    aWidth = width;
    //System.out.println (aHeight+" "+aWidth);
    //System.out.println (width +" "+height);
    gl.glViewport(0, 0, width, height);
    SetOrthoProjectionIsotropic(left, right, bottom, top, Scene.view.nearViewVolume, Scene.view.farViewVolume);
    //fitView=true;
}

有人知道解决办法吗?

感谢您的宝贵时间

我将 GL2 与 JOGAMP 库一起使用

如果可能,您应该在命令行中设置属性 sun.awt.noerasebackground,当然要早些。但是,由于 AWT 中的回归,此解决方法不再有效,有一个针对 JOGL 的错误报告,但它无法在 JOGL 中修复:https://jogamp.org/bugzilla/show_bug.cgi?id=1182

您可以尝试用 GLJPanel 替换 GLCanvas,但我不确定您会获得更好的结果。

请更准确地说明您的硬件、操作系统、Java 版本、JOGL 版本(2.3.2?)...

顺便说一句,如果你想避免捕获一些 UnsupportedOperationException 实例,请将 glu = new GLU() 替换为 GLU.createGLU(gl)。