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