[OpenJDK 2D-Dev] Hardware-Accelerated Rendering Using OpenGL
Roman Kennke
roman at kennke.org
Tue Jul 19 07:11:27 UTC 2011
Hi Herve,
> I hope it is the correct list for this kind of problem. If not, don't
> bother to read the rest of the message ;)
Seems perfect.
> I am using OpenGL acceleration in a "soft real-time" Java program by
> using JOGL, drawing in an external OpenGL context (coming from a
> master C app which set it's OpenGL context and then calls the Java app
> by JNI). The Java application is based on Swing rendering, but I
> redirect the rendering on a Graphics2D context to draw in this
> external context.
>
> I am able to have a not so bad performance by drawing the low-level
> Swing content on a texture which in turn is put on the external OpenGL
> context. However, the performance and the quality of the resulting
> image could be much better if the Java app really processed the low
> level OpenGL orders rather than drawing a huge texture. I know how to
> code an OpenGL "Graphics2D" renderer, but it's a lot of work and a lot
> of possibilities to create bugs, and I'm thinking that Java2D has
> already internally an OpenGL-based pipeline. Would it be possible for
> me to leverage this pipeline instead of recreating a new (less good)
> one?
This should be possible. Have a look at the sun.java2d.opengl package.
It should be possible to pass your context to the OGLSurfaceData.
Regards, Roman
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