Thanks, I will try this ASAP !!

Herve

Sent from my iPhone

On 19 juil. 2011, at 09:11, Roman Kennke <ro...@kennke.org> wrote:

> 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
> 
> 
> 
> 

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