I agree with Roman, although there are still some issues to solve. Last time I used the OGL pipeline I got an amazing result of a gray rectangle on screen in place of the swing content, and it seems quite common problem.
I also doubt that the challenges that a 2d drawing api poses can be solved efficiently with OGL; when working on a similar project, we used to render on a texture all the content using the software pipelines, and only render the (sub)texture when needed, which looks similar to what you do, and performance were very good for Swing rendering. I would still give a try at using the OGLSurface directly, though, perhaps this will help track down the current issues and fix what is needed. Mario -- Sent from HTC Desire... pgp key: http://subkeys.pgp.net/ PGP Key ID: 80F240CF Fingerprint: BA39 9666 94EC 8B73 27FA FC7C 4086 63E3 80F2 40CF http://www.icedrobot.org Proud GNU Classpath developer: http://www.classpath.org/ Read About us at: http://planet.classpath.org OpenJDK: http://openjdk.java.net/projects/caciocavallo/ Please, support open standards: http://endsoftpatents.org/ ----- Reply message ----- Da: "Herve Girod" <herve.gi...@gmail.com> Data: mar, lug 19, 2011 02:43 Oggetto: [OpenJDK 2D-Dev] Hardware-Accelerated Rendering Using OpenGL A: <2d-dev@openjdk.java.net> Hello, I hope it is the correct list for this kind of problem. If not, don't bother to read the rest of the message ;) 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? Again sorry if it's not the right list. Herve