NullPointer in BaseGraphics.drawTextureVO
Daniel Zwolenski
zonski at gmail.com
Tue Jun 11 06:25:52 PDT 2013
This is an older version, probably JFX from around jdk1.7.0_02.
I'm running it now on jdk1.7.0_21 to see what happens (takes about an hour
to get to the point of failure, which is why I didn't pick it up when I
wrote the code originally).
Unfortunately chunks of the system are broken when it runs on this newer
code. Lots of backwards compatibility breaks, especially visual ones with
CSS that just make it screwy. This is an old project and I don't really
want to be touching this code but they have this video capture bug which is
killing everything.
I take it there's no way to avoid the resources issue in the old JFX, it's
just a plain and simple bug?
On Tue, Jun 11, 2013 at 11:10 PM, Kevin Rushforth <
kevin.rushforth at oracle.com> wrote:
> Is this from FX 2.2.x or FX 8? The stack trace suggests an earlier version
> of FX. The only thing I can think of off hand is that the HW texture
> couldn't be created, probably because you ran out of resources. There are a
> few issues relating to this, which we believe are fixed in FX 8 with the
> implementation of RT-25323.
>
> -- Kevin
>
>
>
> Daniel Zwolenski wrote:
>
>> Can anyone tell me what might cause the exception below in Prism?
>>
>> It's from an app that captures video via a native library (LTI-CIVIL) and
>> then converts that image to JFX display via:
>>
>> BufferedImage buffImage = AWTImageConverter.**toBufferedImage(image);
>> jfxImage = javafx.scene.image.Image.impl_**
>> fromExternalImage(buffImage);
>> previewView.setImage(jfxImage)**;
>>
>>
>> java.lang.NullPointerException
>> at com.sun.prism.impl.**BaseGraphics.drawTextureVO(**
>> BaseGraphics.java:365)
>> at com.sun.prism.impl.**BaseGraphics.drawTexture(**BaseGraphics.java:334)
>> at
>> com.sun.prism.impl.ps.**BaseShaderGraphics.**drawTexture(**
>> BaseShaderGraphics.java:103)
>> at com.sun.javafx.sg.prism.**NGImageView.renderContent(**
>> NGImageView.java:315)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**185)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**39)
>> at com.sun.javafx.sg.BaseNode.**render(BaseNode.java:1139)
>> at com.sun.javafx.sg.prism.**NGGroup.renderContent(NGGroup.**java:205)
>> at com.sun.javafx.sg.prism.**NGRegion.renderContent(**NGRegion.java:420)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**185)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**39)
>> at com.sun.javafx.sg.BaseNode.**render(BaseNode.java:1139)
>> at com.sun.javafx.sg.prism.**NGGroup.renderContent(NGGroup.**java:205)
>> at com.sun.javafx.sg.prism.**NGRegion.renderContent(**NGRegion.java:420)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**185)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**39)
>> at com.sun.javafx.sg.BaseNode.**render(BaseNode.java:1139)
>> at com.sun.javafx.sg.prism.**NGGroup.renderContent(NGGroup.**java:205)
>> at com.sun.javafx.sg.prism.**NGRegion.renderContent(**NGRegion.java:420)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**185)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**39)
>> at com.sun.javafx.sg.BaseNode.**render(BaseNode.java:1139)
>> at com.sun.javafx.sg.prism.**NGGroup.renderContent(NGGroup.**java:205)
>> at com.sun.javafx.sg.prism.**NGRegion.renderContent(**NGRegion.java:420)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**185)
>> at com.sun.javafx.sg.prism.**NGNode.doRender(NGNode.java:**39)
>> at com.sun.javafx.sg.BaseNode.**render(BaseNode.java:1139)
>> at com.sun.javafx.tk.quantum.**PaintRunnable.doPaint(**
>> PaintRunnable.java:214)
>> at com.sun.javafx.tk.quantum.**PaintRunnable.paintImpl(**
>> PaintRunnable.java:145)
>> at com.sun.javafx.tk.quantum.**PaintRunnable.run(**
>> PaintRunnable.java:349)
>> at java.util.concurrent.**Executors$RunnableAdapter.**
>> call(Executors.java:471)
>> at
>> java.util.concurrent.**FutureTask$Sync.**innerRunAndReset(FutureTask.**
>> java:351)
>> at java.util.concurrent.**FutureTask.runAndReset(**FutureTask.java:178)
>> at com.sun.prism.render.**RenderJob.run(RenderJob.java:**29)
>> at
>> java.util.concurrent.**ThreadPoolExecutor.runWorker(**
>> ThreadPoolExecutor.java:1110)
>> at
>> java.util.concurrent.**ThreadPoolExecutor$Worker.run(**
>> ThreadPoolExecutor.java:603)
>> at
>> com.sun.javafx.tk.quantum.**QuantumRenderer$**PipelineRunnable.run(**
>> QuantumRenderer.java:101)
>> at java.lang.Thread.run(Thread.**java:722)
>>
>>
>
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