---- Reported by giles7777 2004-07-21 15:16:22 ---- My Geforce 440 go gets severe flickering when using the ATI_WORKAROUND path. Simple demo's of Aviatrix3d do not show this, but full scenes using Xj3D do. I'll try to distill a smaller test case. ---- Additional Comments From kbr 2005-01-27 19:34:19 ---- I recently had occasion to install Xj3D and can reproduce this problem on my NVidia Quadro FX Go700 on Windows XP. I think it might be related to the widget hierarchy Xj3D composes, but I'll look into it. ---- Additional Comments From kbr 2005-01-28 17:27:12 ---- The root cause was that JOGL's single-threaded workaround had a bug where if automatic swap buffer support was disabled, the user's calls to swapBuffers() were not being retargeted to run on the AWT event queue thread, as calls to display() were. The effect of this was that the OpenGL rendering was not necessarily guaranteed to complete before swapBuffers() was called, unless a glFlush() / glFinish() pair was inserted. Interestingly, testing showed that inserting the glFlush() / glFinish() just before the call to swapBuffers(), which was executing on the user's thread rather than the AWT event dispatch thread, did not cause the rendering output to complete properly. This implies either a bug in the implementation of glFlush() / glFinish() on the testing platform or a misunderstanding on my part of how these APIs behave. Putting the flush/finish after all of the OpenGL work done by the user in their display() routine worked correctly. Regardless, the intent of the single-threaded workaround was to cause all OpenGL-related work to be done on the event dispatch thread, which it now does. This fixes the reported problem. --- Bug imported by sgothel@jausoft.com 2010-03-24 07:46 EDT --- This bug was previously known as _bug_ 97 at https://jogl.dev.java.net/bugs/show_bug.cgi?id=97