JavaFX 2 + with LWJGL ( OpenGL )

Exo Verse toraktu at gmail.com
Mon Apr 7 15:19:22 UTC 2014


Will do. :)

On another note, I was working on the Launcher Menu for my game, and I was
able to successfully make a transparent image form. But as soon as I add a
button, the transparency goes away. I need the transparency. I'm not sure
what I am missing to bring that back so that any fxml buttons are not
overriding it. Ideas ?

Torak


On Mon, Apr 7, 2014 at 11:12 AM, Richard Bair <richard.bair at oracle.com>wrote:

> When you get your game finished, let us know :-).
>
> On Apr 6, 2014, at 10:09 AM, Exo Verse <toraktu at gmail.com> wrote:
>
> > Windows makes its own separate stack space for each OpenGL context
> > integration. Which is why it runs so smoothly on Windows7. Win7 already
> > separates each running process as independent from each other. I can't
> > speak for Win8+. I don't like Win8, but that's another topic all of its
> > own. You can use OpenGL API with anything. That in itself is not the
> > problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs
> are
> > a problem for OpenGL and DirectX. You have to design your own if you're
> > making your own game engine, which I am. The problem I kept running into
> is
> > the tools needed for GUI design is crazy expensive or not enough info. I
> am
> > an indie game dev, so I have to use what is available to me. JavaFX is
> > brilliant in the way it's GUI design works. I have tried JMonkey, but
> even
> > their Nifty GUI is not exactly user friendly. Same goes with JOGL. LWJGL
> is
> > simple to use and it uses the same calls as C++ API call in OpenGL use.
> So
> > since I am used to the API calls of OpenGL, LWJGL was a no brainer for
> me.
> >
> > So I'll break down your question : "if you get a native OpenGLContext i
> > thought you could use any other library to mix in custom OpenGL code into
> > your javafx application"
> > The short answer is, you can, but with limited means because 2D and 3D
> > can't be mixed without a LOT of overhead, at least, that was what I kept
> > reading all over the net. Well, thanks to your link you provided me
> > earlier, I was able to find someone who figured out how to do it with as
> > little overhead as possible. I have his code on my computer now and I
> have
> > been going over it. I can't believe it is this simple. LWJGL and JavaFX
> do
> > work well together. I am very impressed.
> >
> > I have enjoyed our conversations Tom. You have definitely made my day. :)
> >
> > Cheers,
> > Torak
> >
> >
> > On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl <
> tom.schindl at bestsolution.at>wrote:
> >
> >> My wording was incorrect better worded: javafx does not  ship an OpenGL
> >> prism pipeline on Windows. And to repeat if you get a native
> OpenGLContext
> >> i thought you could use any other library to mix in custom OpenGL code
> into
> >> your javafx application, not?
> >>
> >> Tom
> >>
> >> Von meinem iPhone gesendet
> >>
> >>> Am 06.04.2014 um 18:41 schrieb Exo Verse <toraktu at gmail.com>:
> >>>
> >>> Yea the OpenGL comes with your graphics drivers for your video card. So
> >>> your correct that it doesn't ship with JavaFX. What I have been going
> on
> >>> about is trying to find a way to use JavaFX with LWJGL. In case you are
> >>> unaware, LWJGL just means "Light Weight Java OpenGL" and its a wrapper
> >> for
> >>> the OpenGL API. It's an alternative to JOGL.
> >>>
> >>> On another note, as I did a search, Thanks to Tom showing me that link
> I
> >>> examined that code and I found something of interest in the JOGL code
> >>> interface..  well it lead me to a google search, and viola..  LWJGL
> with
> >>> JavaFX. :)
> >>>
> >>> LINK :
> >>> https://github.com/Spasi/LWJGL-FX
> >>>
> >>> So just wanted to post the link here and say thanks for all of your
> >> help. :)
> >>>
> >>> Cheers,
> >>> Torak
> >>>
> >>>
> >>> On Sun, Apr 6, 2014 at 12:35 PM, Tom Schindl <
> >> tom.schindl at bestsolution.at>wrote:
> >>>
> >>>> JavaFX does not ship OpenGL binaries on windows you have to build it
> >> your
> >>>> own.
> >>>>
> >>>> Please note:
> >>>> a) if there are people who manage to write a prism pipeline on jogl
> why
> >>>> should you not be able to do the same with lwjgl?
> >>>> b) the talk i mentionned from felipe and steve show how to get access
> to
> >>>> the native OpenGL context and there from you can use any API you like
> >> can't
> >>>> remember which one they used
> >>>>
> >>>> Tom
> >>>>
> >>>> Von meinem iPhone gesendet
> >>>>
> >>>>> Am 06.04.2014 um 18:18 schrieb Exo Verse <toraktu at gmail.com>:
> >>>>>
> >>>>> Thanks, but as I mentioned in my original post, I don't like JOGL. It
> >>>>> doesn't work with my setup. I use LWJGL because its only about the
> >> OpenGL
> >>>>> and not other libraries, and its an easy API wrapper to use. There
> are
> >>>> many
> >>>>> many reason I hate JOGL.. but this thread is not about hating on
> JOGL,
> >>>> its
> >>>>> about finding a way to use LWJGL with JavaFX2+.
> >>>>>
> >>>>> Also, Win32 API calls can use both DirectX and OpenGL APIs. And it
> >>>> doesn't
> >>>>> matter what Windows OS you're using. I have tested this out from
> >> Windows
> >>>> XP
> >>>>> all the way to Windows 7 - 32/64 Bit with no problem.
> >>>>>
> >>>>> Cheers
> >>>>> Torak
> >>>>>
> >>>>>
> >>>>> On Sun, Apr 6, 2014 at 11:52 AM, Tom Schindl <
> >>>> tom.schindl at bestsolution.at>wrote:
> >>>>>
> >>>>>> There is a talk from Felipe and Steve at J1 last year how to embed
> >>>> OpenGL
> >>>>>> into FX using *internal* API!
> >>>>>>
> >>>>>> Search for it on parleys - this does not help you on Win32 which
> uses
> >>>>>> directx instead of javafx. BTW there are people doing a JOGL
> pipeline
> >>>>>> https://bitbucket.org/dejayberlin/joglfxpipeline/src!
> >>>>>>
> >>>>>> Tom
> >>>>>> Von meinem iPhone gesendet
> >>>>>>
> >>>>>>> Am 06.04.2014 um 17:25 schrieb Exo Verse <toraktu at gmail.com>:
> >>>>>>>
> >>>>>>> Yea its a shame that using JavaFX as an option along with OpenGL
> >> wasn't
> >>>>>>> even thought of to begin with. I don't understand why they limit
> you
> >>>> like
> >>>>>>> they do. Them trying to recreate the wheel and make their own
> version
> >>>> of
> >>>>>> a
> >>>>>>> 3D interface is just plain stupid if it can't run low level. I can
> >> see
> >>>> 2D
> >>>>>>> games and applications with a LOT of usage for JavaFX and its 2D
> >>>> graphics
> >>>>>>> API. But True 3D needs low level other wise its a waste of time.
> >>>>>>>
> >>>>>>> Well, thanks for the replies. Guess I'll have to stick with using
> >> other
> >>>>>>> sources for my GUI. It's just that I like JavaFX version of its GUI
> >>>>>> because
> >>>>>>> it is so simple to use. But not worth it if you can't use it for
> the
> >>>>>> reason
> >>>>>>> that we the people need it for. Like in my case, game dev.
> >>>>>>>
> >>>>>>> Cheers.
> >>>>>>> Torak
> >>>>>>>
> >>>>>>>
> >>>>>>> On Sun, Apr 6, 2014 at 10:48 AM, Philipp Dörfler <
> >> phdoerfler at gmail.com
> >>>>>>> wrote:
> >>>>>>>
> >>>>>>>> It is not possible to combine JavaFX and OpenGL as it is right
> now.
> >>>> This
> >>>>>>>> was discussed on this mailing list some time before as a
> _possible_
> >>>>>> future
> >>>>>>>> addition, but I'd be very surprised if Oracle actually chose to
> >>>>>> implement
> >>>>>>>> this.
> >>>>>>>>
> >>>>>>>> Starting with JavaFX 8 there is indeed some kind of "3D support"
> but
> >>>> the
> >>>>>>>> 3D API allows only for the most basic operations. It is still
> >>>> completely
> >>>>>>>> scene graph based and you have to live with all restrictions that
> >>>> JavaFX
> >>>>>>>> imposes on you. Not wanting to say that the 3D API is completely
> >>>>>> useless,
> >>>>>>>> but I'm afraid that even WPF is more flexible when it comes to 3D
> >> than
> >>>>>>>> JavaFX is. For example: As far as I know you can not even change
> the
> >>>>>>>> shading model from GL_SMOOTH to GL_FLAT. You could work around
> that
> >> by
> >>>>>>>> setting the normals yourself though (Same for WPF). Also render
> >>>> quality
> >>>>>> is
> >>>>>>>> bad when you render an instance of Text in 3D and scale it down
> for
> >>>>>>>> example. At least it was when I tried that last time (few months
> >> ago).
> >>>>>>>>
> >>>>>>>> Again, not to say that one can't work with JavaFX's 3D API, but
> it's
> >>>> not
> >>>>>>>> raw OpenGL either. As far as I know the JavaFX team wants to be
> able
> >>>> to
> >>>>>> let
> >>>>>>>> the user use his own OpenGL context and let JavaFX render on top
> of
> >>>>>> that or
> >>>>>>>> add the possibility to ask JavaFX for the underlying context and
> >> mess
> >>>>>> with
> >>>>>>>> that but this is not even officially planned or included on any
> >>>> roadmap
> >>>>>>>> (AFAIK) so we can only keep our fingers crossed for that to
> happen.
> >>>> Like
> >>>>>>>> you I would absolutely LOVE to use JavaFX as a GUI on top of my
> >> OpenGL
> >>>>>>>> games.
> >>>>>>>>
> >>>>>>>> Cheers
> >>>>>>>> Philipp Dörfler
> >>>>>>>>
> >>>>>>>>> Am 06.04.2014 um 16:31 schrieb Exo Verse <toraktu at gmail.com>:
> >>>>>>>>>
> >>>>>>>>> Can you please explain what True 3D means in terms of Low Level
> >> API ?
> >>>>>>>>> Because with LWJGL I can use Low Level API to talk directly to my
> >>>> Video
> >>>>>>>>> Card. As a game dev, I need every ounce of umph from the card I
> can
> >>>>>> get,
> >>>>>>>>> and using a browser or any other kind of wrapper hasn't proven
> very
> >>>>>>>>> efficient. I love LWJGL because of its simplicity. Anything
> extra I
> >>>>>>>> need, I
> >>>>>>>>> am allowed to make on my own. Example, my own Game Engine.
> >>>>>>>>>
> >>>>>>>>> And that is where I am at. So if your speaking about Nodes, I am
> >>>> aware
> >>>>>>>>> there is a hierarchy to the JavaFX2 when setting up the GUI, but
> >> that
> >>>>>> is
> >>>>>>>>> the only thing I knew existed. Could you please elaborate what
> >> makes
> >>>>>>>>> JavaFX8 a True 3D Low Level interface API ? Because from the
> >>>>>>>> presentation,
> >>>>>>>>> you have to go through two layers before you have to get to the
> >>>> OpenGL
> >>>>>>>>> layer. Where as if I can use LWJGL, I can skip a level.
> >>>>>>>>>
> >>>>>>>>> If I am misinformed on something, please, explain. Because I am
> new
> >>>> to
> >>>>>>>>> JavaFX.
> >>>>>>>>>
> >>>>>>>>> Cheers,
> >>>>>>>>> Torak
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>>> On Sun, Apr 6, 2014 at 10:24 AM, Hervé Girod <
> >> herve.girod at gmail.com
> >>>>>
> >>>>>>>>> wrote:
> >>>>>>>>>
> >>>>>>>>>> With Java 8 (JavaFX 8), you now have true 3D Nodes, with camera,
> >>>>>>>>>> texturing, etc... However it would still be very interesting to
> be
> >>>>>> able
> >>>>>>>> to
> >>>>>>>>>> control the low-level rendering of JavaFX, such as using LWJGL
> for
> >>>>>>>> example.
> >>>>>>>>>> This would allow to render JavaFx content in an external OpenGL
> >>>>>> context
> >>>>>>>> for
> >>>>>>>>>> example.
> >>>>>>>>>>
> >>>>>>>>>> Hervé
> >>>>>>>>>>
> >>>>>>>>>> Sent from my iPad
> >>>>>>>>>>
> >>>>>>>>>>> On 6 avr. 2014, at 14:42, Exo Verse <toraktu at gmail.com> wrote:
> >>>>>>>>>>>
> >>>>>>>>>>> Hello, I have been working with OpenGL and LWJGL for over 5
> years
> >>>>>> now.
> >>>>>>>> I
> >>>>>>>>>>> want to switch over to using JavaFX 2, because of its GUI
> >> abilities
> >>>>>> and
> >>>>>>>>>>> still use LWJGL with it. But I can't seem to find a way to do
> >>>> this. I
> >>>>>>>>>> saw a
> >>>>>>>>>>> 2 hour video that described the features of JavaFX 2 and it
> even
> >>>>>> shown
> >>>>>>>>>> the
> >>>>>>>>>>> layout..  OpenGL was there at the bottom with D3D with Prism
> >> above
> >>>>>> both
> >>>>>>>>>> of
> >>>>>>>>>>> them in the hierarchy. I have searched the web and I can't find
> >>>>>> prism,
> >>>>>>>> I
> >>>>>>>>>>> can't find info on how to talk to opengl and I can't find any
> >>>>>> tutorials
> >>>>>>>>>>> anywhere. So I am posting here to see what I can find. I do NOT
> >>>> like
> >>>>>>>>>> JOGL.
> >>>>>>>>>>> I prefer LWJGL. So far, the only thing related to 3D with
> regards
> >>>> to
> >>>>>>>>>> JavaFX
> >>>>>>>>>>> is the very resource intensive Canvas3D, which I can't stand.
> Any
> >>>>>>>> ideas ?
> >>>>>>>>>>> Is it not implemented yet and its on its way ? I'm trying to
> find
> >>>> any
> >>>>>>>>>> info
> >>>>>>>>>>> I can about this. If there is nothing for LWJGL, then I can't
> use
> >>>>>>>> JavaFX.
> >>>>>>>>>>>
> >>>>>>>>>>> Thanks.
> >>>>>>>>>>>
> >>>>>>>>>>> Torak
> >>>>
> >>
>
>


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