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我在 Java 中运行 openGL (JOGL 1.0),时不时地在 2 分钟后,应用程序停止工作,并且窗口只是冻结:

在此处输入图像描述

在这里你可以看到 javaw.exe 占用超过1161536 KB,我不认为这是正常的,对吧?

那么是什么原因造成的呢?

这里是代码的核心,display()方法:

Class Renderer { ...



    public Renderer ()          
    {
        this.addGLEventListener(this);
        addKeyListener(this);
        addMouseListener(this);

        // put the agent in a specific location inside the room
        this.m_firstPersonLocation = new Point3D(750 , 200 , 5000);

        this.m_coordinate1 = new Point3D(1,0,0);
        this.m_coordinate2 = new Point3D(0,1,0);
        this.m_coordinate3 = new Point3D(0,0,1);
        this.m_center = new Point3D(0,0,0);

        m_angleX = m_angleY = m_angleZ = 0;
        m_xx = m_yy = m_zz = 0;

        // sides of the room

        this.m_sides  = ROOM_GREEN;
        this.m_ground = ROOM_BLUE;
        this.m_roof = ROOM_BLUE;

        this.m_insideCubes.add(STATIC_CUBE);
        this.m_insideCubes.add(STATIC_CUBE2);
        this.m_insideCubes.add(ROTATING_CUBE);
        this.m_insideCubes.add(ROTATING2);
        this.m_insideCubes.add(ROTATING3);
        this.m_insideCubes.add(ROTATING4);
        this.m_insideCubes.add(ROTATING5);
        this.m_insideCubes.add(ROTATING6);
        this.m_insideCubes.add(ROTATING7);
        this.m_insideCubes.add(ROTATING8);
        this.m_insideCubes.add(ROTATING9);
        this.m_insideCubes.add(ROTATING10);
    }




    @Override
    public void init (GLAutoDrawable gLDrawable) 
    {

        GL gl = gLDrawable.getGL(); // get the OpenGL graphics context
        gl.glEnable(GL.GL_TEXTURE_2D);        // get GL Utilities
        gl.glShadeModel(GL.GL_SMOOTH);
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glClearDepth(1.0f);
        gl.glEnable(GL.GL_DEPTH_TEST);
        gl.glDepthFunc(GL.GL_LEQUAL);
        gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
        gl.glShadeModel(GL.GL_SMOOTH); // blends colors nicely, and smoothes out lighting

        //  initiate texture

        gl.glEnable(GL.GL_TEXTURE_2D);
        String currentCubeImage = "";

        try 
        {  

            // create the actual room 
            m_cubicRoom = new Cube3D(ROOM_SIZE_X, ROOM_SIZE_Y, ROOM_SIZE_Z , m_sides, m_roof, m_ground);


            /**
             *  creating elements within the 3d-room 
             */

            for (int i = 0; i < NUMBER_OF_3D_SHAPES; ++i)
            {
                // create the elements within 

                currentCubeImage = m_insideCubes.get(i);
                m_cubes.add(new Cube3D(
                        CUBE_SIZE,
                        CUBE_SIZE,
                        CUBE_SIZE
                        ,currentCubeImage,currentCubeImage,currentCubeImage));
            }

        }

        catch (IOException e) 
        {
            e.printStackTrace();
            System.exit(0);
        }


        /**
         * Create a cubic room 
         */
        m_cubicRoom.createCube(gl);

        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);


        /**
         * Creating m_cubes
         */
        for (int i = 0; i < NUMBER_OF_3D_SHAPES; ++i)
            m_cubes.get(i).createCube(gl);


        /**
         * Creating the listener 
         */
        ((Component) gLDrawable).addKeyListener(this);

    }


    @Override
    public void display(GLAutoDrawable gLDrawable)
    {
        moveFirstPerson();
        checkCameraCollisionWithObject();

        final GL gl = gLDrawable.getGL();
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        gl.glLoadIdentity();


        // the point where it all begins 
        m_center.setPoint(m_firstPersonLocation.getX() - m_coordinate3.getX() , 
                   m_firstPersonLocation.getY() - m_coordinate3.getY() ,
                   m_firstPersonLocation.getZ() - m_coordinate3.getZ());

        // the GLU look-at
        m_glu.gluLookAt(m_firstPersonLocation.getX(),m_firstPersonLocation.getY(),m_firstPersonLocation.getZ(),
                      m_center.getX(),m_center.getY(),m_center.getZ(),
                      m_coordinate2.getX(),m_coordinate2.getY(),m_coordinate2.getZ());

        /**
         * first attache cube 1 (the room itself) - attaching the outer 3D room  
         */

        int shapeNumber = 0;
        gl.glCallList(++shapeNumber);  // cube 1

        /**
         *  attach CUBE 2 - rotating cube 
         */




        /**
         * debug 
         */

        System.out.println("--------------------------");
        System.out.println("Camera current location:\n" +
                "\nX location is :" + this.m_firstPersonLocation.getX() +
                "\nY location is :" + this.m_firstPersonLocation.getY() +
                "\nZ location is : " + this.m_firstPersonLocation.getZ());
        System.out.println("***************************");


        if (!collision)
        {
            gl.glPushMatrix();
            gl.glTranslatef(400.0f, 300.0f, 1300.0f);
//          gl.glRotatef(m_angleX, 4.0f, 0.0f, 0.0f);
//          gl.glRotatef(m_angleY, 0.0f, 4.0f, 0.0f);   
//          gl.glRotatef(m_angleZ, 0.0f, 0.0f, 42.0f);
            gl.glCallList(++shapeNumber); // cube 2
            gl.glPopMatrix();
        }





        /**
         *  attach CUBE 3 - rotating cube 
         */
        gl.glPushMatrix();
        gl.glTranslatef(600.0f, 350.0f, 700.0f);
        gl.glRotatef(m_xx, 24.0f, 0.0f, 0.0f);
        gl.glRotatef(m_yy, 0.0f, 14.0f, 0.0f);  
        gl.glRotatef(m_zz, 0.0f, 0.0f, 14.0f);
        gl.glCallList(++shapeNumber);  // cube 3 
        gl.glPopMatrix();

        /**
         *  attach CUBE 4 - rotating cube 
         */

        gl.glPushMatrix();
        gl.glTranslatef(900.0f, 350.0f , 200.0f );
        gl.glRotatef(m_angleX, -2.0f, 0.0f, 0.0f);
        gl.glRotatef(m_angleY, 0.0f, -1.0f, 0.0f);  
        gl.glRotatef(m_angleZ, 0.0f, 0.0f, -1.0f);
        gl.glCallList(++shapeNumber); // cube 4

        m_angleX += 0.15f;
        m_angleY += 0.25f;
        m_angleZ += 0.45f;
        gl.glPopMatrix();


        // more code 
      }
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1 回答 1

2

OpenGL 对象不会被垃圾回收。在 OpenGL 版本 <= 2.1 中,每次调用glNewList(id,…)glBindTexture(id,…); …; glTexImage2D(…)使用以前未使用的对象时id,都会创建一个新对象。旧对象将徘徊,不会被垃圾收集。

这很可能是您的问题:您可能会不断地创建新的纹理和/或显示列表而没有处理旧的。

于 2013-06-15T12:53:21.860 回答