How to force animation

Giuseppe Barbieri elect86 at gmail.com
Thu Dec 20 12:53:59 UTC 2018


I guess I made it, I bypassed the `if(dirty)` in `Scene.pulse()`. Together
with the AnimationTimer seems working great

Now I need to figure it out why the depth test appears to be disabled
althought I explicitely call

glEnable(GL_DEPTH_TEST)

Before my gears rendering..


Il giorno gio 20 dic 2018 alle ore 12:52 Giuseppe Barbieri <
elect86 at gmail.com> ha scritto:

> It seems it doesnt work, I keep getting updates only when I enter/exit the
> button on top: https://i.imgur.com/aV9NGqi.png
>
> To better clarify: I'd like an animation that would call
> `ViewPainter.doPaint()` every pulse
>
> Any idea how I may achieve this?
>
> PS: in case you may want to try it personally, projects are available at:
> - https://github.com/elect86/openjdk-jfx.git
> - https://github.com/jvm-graphics-labs/HelloFX.git (hello gears.kt)
>
> Il giorno mer 19 dic 2018 alle ore 13:43 Zsolt Kúti <la.tinca at gmail.com>
> ha scritto:
>
>> Create animation by extending AnimationTimer and call its start() method
>> to begin animation.
>>
>> On Wed, Dec 19, 2018 at 11:18 AM Giuseppe Barbieri <elect86 at gmail.com>
>> wrote:
>>
>>> Hi,
>>>
>>> I'm injecting external rendering code and I'd like to know how I may
>>> force
>>> animation without having to declare some dummy objects, such as a Circle
>>> combined with a TranslateTransition
>>>
>>> I tried to modify the `QuantumToolkit.postPulse()` to force calling
>>>
>>> Application.invokeLater(pulseRunnable);
>>>
>>>
>>> but for some reasons it doesnt work
>>>
>>>
>>> Thanks in advance,
>>> Giuseppe
>>>
>>


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