JavaFX 2 + with LWJGL ( OpenGL )
Exo Verse
toraktu at gmail.com
Mon Apr 7 15:50:05 UTC 2014
GOT IT !!!
I put this under STYLE ---------> "-fx-background-color: TRANSPARENT;"
That is on the AchorPane ---> STYLE
So it works now. :)
Torak
On Mon, Apr 7, 2014 at 11:31 AM, Exo Verse <toraktu at gmail.com> wrote:
> Image 1 -- Shows transparency without button
> http://imgur.com/O2fWblv
>
> Image 2 -- No transparency when I add the exit button
> http://imgur.com/B4J7NFL
>
>
> On Mon, Apr 7, 2014 at 11:27 AM, Exo Verse <toraktu at gmail.com> wrote:
>
>> Here is the java and fxml code so you can see what I am doing. This is
>> just an example. Also, I am using a 800x600 PNG transparent image.
>>
>> Main.fxml
>> http://pastebin.com/raw.php?i=w7KHTkXy
>>
>> Main.java
>> http://pastebin.com/raw.php?i=he5RGK75
>>
>> MainController.java
>> http://pastebin.com/raw.php?i=VFH4AkLP
>>
>> The problem is, if you take out the button ( I used scene builder to
>> remove the button and the pane its on ) then the transparency works. But as
>> soon as I re-add the button in the code / Scene Builder, then the
>> transparency is gone. Ideas ?
>>
>> Torak
>>
>>
>> On Mon, Apr 7, 2014 at 11:19 AM, Exo Verse <toraktu at gmail.com> wrote:
>>
>>> 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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