JavaFX 2 + with LWJGL ( OpenGL )
Stephen F Northover
steve.x.northover at oracle.com
Mon Apr 7 16:47:10 UTC 2014
The lwjglfx solution.
Steve
On 2014-04-07 12:45 PM, Exo Verse wrote:
> @ Steve
> Which approach are you referring too ? The lwjglfx solution or this
> transparency background solution ?
>
> The lwjglfx I am assuming here since its drawing out to an image and back
> in again. But if your speaking about my transparency issue I solved, I
> didn't realize it was sending out to an image and back again. Could you
> please elaborate as to which solution your speaking about ?
>
> Torak
>
>
> On Mon, Apr 7, 2014 at 12:33 PM, Stephen F Northover <
> steve.x.northover at oracle.com> wrote:
>
>> This solution is cool, but it draws to an image, sucks out the bits and
>> then converts that to an FX image. This is a good approach because it uses
>> API and does not rely on any internals of FX. Hopefully it is fast enough
>> for you.
>>
>> Steve
>>
>>
>> On 2014-04-06 12:41 PM, Exo Verse wrote:
>>
>>> 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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