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 > > > >