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@ -41,6 +41,7 @@ import com.jme3.renderer.lwjgl.LwjglGL1Renderer; |
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import com.jme3.renderer.lwjgl.LwjglRenderer; |
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import com.jme3.renderer.lwjgl.LwjglRenderer; |
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import com.jme3.system.AppSettings; |
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import com.jme3.system.AppSettings; |
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import com.jme3.system.JmeContext; |
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import com.jme3.system.JmeContext; |
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import com.jme3.system.JmeSystem; |
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import com.jme3.system.SystemListener; |
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import com.jme3.system.SystemListener; |
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import com.jme3.system.Timer; |
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import com.jme3.system.Timer; |
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import java.util.concurrent.atomic.AtomicBoolean; |
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import java.util.concurrent.atomic.AtomicBoolean; |
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@ -73,23 +74,23 @@ public abstract class LwjglContext implements JmeContext { |
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} |
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} |
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protected void printContextInitInfo(){ |
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protected void printContextInitInfo(){ |
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logger.log(Level.FINE, "Running on thread: {0}", Thread.currentThread().getName()); |
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logger.log(Level.INFO, "Lwjgl context running on thread {1}", Thread.currentThread().getName()); |
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logger.log(Level.CONFIG, "Adapter: {0}", Display.getAdapter()); |
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logger.log(Level.INFO, "Adapter: {0}", Display.getAdapter()); |
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logger.log(Level.CONFIG, "Driver Version: {0}", Display.getVersion()); |
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logger.log(Level.INFO, "Driver Version: {0}", Display.getVersion()); |
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String vendor = GL11.glGetString(GL11.GL_VENDOR); |
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String vendor = GL11.glGetString(GL11.GL_VENDOR); |
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logger.log(Level.CONFIG, "Vendor: {0}", vendor); |
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logger.log(Level.INFO, "Vendor: {0}", vendor); |
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String version = GL11.glGetString(GL11.GL_VERSION); |
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String version = GL11.glGetString(GL11.GL_VERSION); |
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logger.log(Level.CONFIG, "OpenGL Version: {0}", version); |
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logger.log(Level.INFO, "OpenGL Version: {0}", version); |
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String renderGl = GL11.glGetString(GL11.GL_RENDERER); |
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String renderGl = GL11.glGetString(GL11.GL_RENDERER); |
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logger.log(Level.CONFIG, "Renderer: {0}", renderGl); |
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logger.log(Level.INFO, "Renderer: {0}", renderGl); |
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if (GLContext.getCapabilities().OpenGL20){ |
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if (GLContext.getCapabilities().OpenGL20){ |
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String shadingLang = GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION); |
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String shadingLang = GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION); |
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logger.log(Level.FINE, "GLSL Ver: {0}", shadingLang); |
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logger.log(Level.INFO, "GLSL Ver: {0}", shadingLang); |
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} |
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} |
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} |
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} |
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