Odd NullPointerException when playing Java OpenGL ES 2.0 demo in Scala

I am trying to reproduce this demo version of JOGL , a Java demo on how to use OpenGL ES 2.0, in Scala. Compilation succeeds, but trying to do this gives the following output:

Main() called libEGL warning: DRI2: failed to authenticate Chosen GL capabilities: GLCaps[glx vid 0xae, fbc 0x17a: rgba 8/8/8/8, trans-rgba 0xff/ff/ff/ff, accum-rgba 16/16/16/16, dp/st/ms 24/0/0, dbl, mono , hw, GLProfile[GL2ES2/GL3.hw], on-scr[.]] INIT GL IS: jogamp.opengl.gl4.GL4bcImpl GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce GTX 260/PCIe/SSE2 GL_VERSION: 3.3.0 NVIDIA 304.88 vertex Shader successfully compiled! fragment Shader successfully compiled! Exception in thread "main-Display-.x11_:0.0-1-EDT-1" java.lang.NullPointerException at jogamp.newt.driver.x11.DisplayDriver.dispatchMessagesNative(DisplayDriver.java:103) at jogamp.newt.DisplayImpl.dispatchMessages(DisplayImpl.java:540) at jogamp.newt.DisplayImpl$5.run(DisplayImpl.java:463) at jogamp.newt.DefaultEDTUtil$NEDT.run(DefaultEDTUtil.java:326) X11Util.Display: Shutdown (JVM shutdown: true, open (no close attempt): 2/2, reusable (open, marked uncloseable): 0, pending (open in creation order): 2) X11Util: Open X11 Display Connections: 2 X11Util: Open[0]: NamedX11Display[:0.0, 0x7da0cab0, refCount 1, unCloseable false] X11Util: Open[1]: NamedX11Display[:0.0, 0x7da1bea8, refCount 1, unCloseable false] 

It will be able to render, possibly 1 or more frames, before an exception occurs. And the check does not appear when I run it from the jswat debugger.

Am I missing something really obvious? Has anyone else experienced a similar issue with Scala and OpenGL ES 2.0?

I use Linux Mint 13 and Ant to compile and run code. My Scala Code:

 import javax.media.opengl.GL; import javax.media.opengl.GL2ES2; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.GLCapabilities; import com.jogamp.newt.opengl.GLWindow; import com.jogamp.opengl.util._; import com.jogamp.common.nio.Buffers; import java.nio.FloatBuffer; // explicitly enabling postifx length operator: import scala.language.postfixOps; object RectangleDisplayer extends GLEventListener { val vertexShaderCode : Array[String] = Array("#if __VERSION__ >= 130\n", " #define attribute in\n", " #define varying out\n", "#endif\n", "#ifdef GL_ES\n", "precision mediump float; \n", "precision mediump int; \n", "#endif \n", "uniform mat4 uniform_Projection; \n", "attribute vec4 attribute_Position;\n", "attribute vec4 attribute_Color;\n", "varying vec4 varying_Color;\n", "void main(void)\n", "{\n", " varying_Color = attribute_Color;\n", " gl_Position = uniform_Projection * attribute_Position;\n", "}\n") val fragmentShaderCode : Array[String] = Array("#if __VERSION__ >= 130\n", " #define varying in\n", " out vec4 mgl_FragColor;\n", " #define texture2D texture\n", " #define gl_FragColor mgl_FragColor\n", "#endif\n", "#ifdef GL_ES\n", "precision mediump float;\n", "precision mediump int;\n", "#endif\n", "varying vec4 varying_Color; \n", "void main(void)\n", "{\n", " gl_FragColor = varying_Color;\n", "}\n") var width : Int = 640 var height : Int = 480 // Scheinbar mΓΌssen in Scala alle Variablen zu Beginn initialisiert sein var shaderProgram : Int = 0 var vertexShader : Int = 0 var fragmentShader : Int = 0 var vboHandles : Array[Int] = new Array[Int](2) var vboVertices : Int = 0 var vboColors : Int = 0 var ModelViewProjectionMatrix_location : Int = 0 def compileShaderIntoProgram(gl : GL2ES2, theShader : Int, shaderCode : Array[String]):Unit = { /*println("Shader code") for (l <- shaderCode) { print(l) }*/ val lengths = shaderCode map(_ length) gl.glShaderSource(theShader, shaderCode.length, shaderCode, lengths, 0) gl.glCompileShader(theShader) } def checkCompileStatus(gl : GL2ES2, theShader: Int, which : Int):Unit = { var compiled : Array[Int] = Array(1) gl.glGetShaderiv(theShader, GL2ES2.GL_COMPILE_STATUS, compiled, 0) var shaderType : String = "vertex" if (which == 1) { shaderType = "fragment" } if (compiled(0) != 0) { println(shaderType + " Shader successfully compiled!") } else { var logLength = new Array[Int](1) var returnedLogLength = new Array[Int](1) gl.glGetShaderiv(theShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0) var log : Array[Byte] = new Array[Byte](logLength(0)) gl.glGetShaderInfoLog(theShader, logLength(0), returnedLogLength, 0, log, 0) println("Error compiling "+shaderType+" shader:") println(new String(log)) System.exit(1) } } override def init(drawable : GLAutoDrawable):Unit = { val gl : GL2ES2 = drawable.getGL().getGL2ES2() println("Chosen GL capabilities: " + drawable.getChosenGLCapabilities()) println("INIT GL IS: " + gl.getClass().getName()) println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR)) println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER)) println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION)) // create, compile and attach shaders vertexShader = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER) fragmentShader = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER) compileShaderIntoProgram(gl, vertexShader, vertexShaderCode) checkCompileStatus(gl, vertexShader, 0) compileShaderIntoProgram(gl, fragmentShader, fragmentShaderCode) checkCompileStatus(gl, fragmentShader, 1) shaderProgram = gl.glCreateProgram() gl.glAttachShader(shaderProgram, vertexShader) gl.glAttachShader(shaderProgram, fragmentShader) // Associate attribute ids with the attribute names inside the (vertex) shader gl.glBindAttribLocation(shaderProgram, 0, "attribute_Position") gl.glBindAttribLocation(shaderProgram, 1, "attribute_Color") gl.glLinkProgram(shaderProgram) ModelViewProjectionMatrix_location = gl.glGetUniformLocation(shaderProgram, "uniform_Projection") // forward compatibility with ES 3 by creating and binding a "Vertex Buffer Object" gl.glGenBuffers(2, vboHandles, 0) vboColors = vboHandles(0) vboVertices = vboHandles(1) } override def display(drawable : GLAutoDrawable):Unit = { val gl : GL2ES2 = drawable.getGL().getGL2ES2() gl.glClearColor(0.0f, 0.0f, 1.0f, 1.0f) gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) gl.glUseProgram(shaderProgram) // Define projection matrix val model_view_projection : Array[Float] = Array(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f) gl.glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, false, model_view_projection, 0) // Define Vertex buffer val vertices : Array[Float] = Array(0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f) var fbVertices : FloatBuffer = Buffers.newDirectFloatBuffer(vertices) gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboVertices) var numBytes : Int = vertices.length*4 gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbVertices, GL.GL_STATIC_DRAW) fbVertices = null // Associate vertex attribute 0 with the last bound VBO gl.glVertexAttribPointer(0, // the vertex attribute 3, GL.GL_FLOAT, false, // normalized? 0, // stride 0 // The bound VBO data offset ) gl.glEnableVertexAttribArray(0) // Define color buffer val colors : Array[Float] = Array(1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.9f) var fbColors : FloatBuffer = Buffers.newDirectFloatBuffer(colors) gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboColors) numBytes = colors.length*4 gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbColors, GL.GL_STATIC_DRAW) fbColors = null // Associate vertex attribute 1 with the last bound VBO gl.glVertexAttribPointer(1, 4, // four positions used for each vertex GL.GL_FLOAT, false, // normalized? 0, // stride 0 // the bound VBO data offset ) gl.glEnableVertexAttribArray(1) gl.glDrawArrays(GL.GL_TRIANGLES, 0, 3) gl.glDisableVertexAttribArray(0) gl.glDisableVertexAttribArray(1) gl.glDeleteBuffers(2, vboHandles, 0) } override def reshape(drawable : GLAutoDrawable, x: Int, y: Int, z: Int, h: Int):Unit = { width = z height = h val gl : GL2ES2 = drawable.getGL().getGL2ES2() gl.glViewport(0, 0, width, height) } override def dispose(drawable : GLAutoDrawable):Unit = { println("cleanup operations, disposing and detaching shaders") val gl : GL2ES2 = drawable.getGL().getGL2ES2() gl.glUseProgram(0) gl.glDetachShader(shaderProgram, vertexShader) gl.glDeleteShader(vertexShader) gl.glDetachShader(shaderProgram, fragmentShader) gl.glDeleteShader(fragmentShader) gl.glDeleteProgram(shaderProgram) System.exit(0) } def main(args: Array[String]): Unit = { println("Main() called") val caps : GLCapabilities = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2)) caps.setBackgroundOpaque(false) var glWindow : GLWindow = GLWindow.create(caps) // setup window parameters glWindow.setTitle("Scala GL ES test") glWindow.setSize(width, height) glWindow.setUndecorated(false) glWindow.setPointerVisible(true) glWindow.setVisible(true) // add this class as event listener to the window glWindow.addGLEventListener(this) var animator: Animator = new Animator() animator.add(glWindow) animator.start() } } 
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I think you need DEBUG first. Use 'println' after gl.glcreateprogram, debug it exactly where your error comes from.

"NULL Pointer Exception" can be found more easily than any other strange error. (Only for me!)

Use this path and find where the first exception throws.

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Source: https://habr.com/ru/post/958161/


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