Will do. :) On another note, I was working on the Launcher Menu for my game, and I was able to successfully make a transparent image form. But as soon as I add a button, the transparency goes away. I need the transparency. I'm not sure what I am missing to bring that back so that any fxml buttons are not overriding it. Ideas ?
Torak On Mon, Apr 7, 2014 at 11:12 AM, Richard Bair <richard.b...@oracle.com>wrote: > When you get your game finished, let us know :-). > > On Apr 6, 2014, at 10:09 AM, Exo Verse <tora...@gmail.com> wrote: > > > Windows makes its own separate stack space for each OpenGL context > > integration. Which is why it runs so smoothly on Windows7. Win7 already > > separates each running process as independent from each other. I can't > > speak for Win8+. I don't like Win8, but that's another topic all of its > > own. You can use OpenGL API with anything. That in itself is not the > > problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs > are > > a problem for OpenGL and DirectX. You have to design your own if you're > > making your own game engine, which I am. The problem I kept running into > is > > the tools needed for GUI design is crazy expensive or not enough info. I > am > > an indie game dev, so I have to use what is available to me. JavaFX is > > brilliant in the way it's GUI design works. I have tried JMonkey, but > even > > their Nifty GUI is not exactly user friendly. Same goes with JOGL. LWJGL > is > > simple to use and it uses the same calls as C++ API call in OpenGL use. > So > > since I am used to the API calls of OpenGL, LWJGL was a no brainer for > me. > > > > So I'll break down your question : "if you get a native OpenGLContext i > > thought you could use any other library to mix in custom OpenGL code into > > your javafx application" > > The short answer is, you can, but with limited means because 2D and 3D > > can't be mixed without a LOT of overhead, at least, that was what I kept > > reading all over the net. Well, thanks to your link you provided me > > earlier, I was able to find someone who figured out how to do it with as > > little overhead as possible. I have his code on my computer now and I > have > > been going over it. I can't believe it is this simple. LWJGL and JavaFX > do > > work well together. I am very impressed. > > > > I have enjoyed our conversations Tom. You have definitely made my day. :) > > > > Cheers, > > Torak > > > > > > On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl < > tom.schi...@bestsolution.at>wrote: > > > >> My wording was incorrect better worded: javafx does not ship an OpenGL > >> prism pipeline on Windows. And to repeat if you get a native > OpenGLContext > >> i thought you could use any other library to mix in custom OpenGL code > into > >> your javafx application, not? > >> > >> Tom > >> > >> Von meinem iPhone gesendet > >> > >>> Am 06.04.2014 um 18:41 schrieb Exo Verse <tora...@gmail.com>: > >>> > >>> Yea the OpenGL comes with your graphics drivers for your video card. So > >>> your correct that it doesn't ship with JavaFX. What I have been going > on > >>> about is trying to find a way to use JavaFX with LWJGL. In case you are > >>> unaware, LWJGL just means "Light Weight Java OpenGL" and its a wrapper > >> for > >>> the OpenGL API. It's an alternative to JOGL. > >>> > >>> On another note, as I did a search, Thanks to Tom showing me that link > I > >>> examined that code and I found something of interest in the JOGL code > >>> interface.. well it lead me to a google search, and viola.. LWJGL > with > >>> JavaFX. :) > >>> > >>> LINK : > >>> https://github.com/Spasi/LWJGL-FX > >>> > >>> So just wanted to post the link here and say thanks for all of your > >> help. :) > >>> > >>> Cheers, > >>> Torak > >>> > >>> > >>> On Sun, Apr 6, 2014 at 12:35 PM, Tom Schindl < > >> tom.schi...@bestsolution.at>wrote: > >>> > >>>> JavaFX does not ship OpenGL binaries on windows you have to build it > >> your > >>>> own. > >>>> > >>>> Please note: > >>>> a) if there are people who manage to write a prism pipeline on jogl > why > >>>> should you not be able to do the same with lwjgl? > >>>> b) the talk i mentionned from felipe and steve show how to get access > to > >>>> the native OpenGL context and there from you can use any API you like > >> can't > >>>> remember which one they used > >>>> > >>>> Tom > >>>> > >>>> Von meinem iPhone gesendet > >>>> > >>>>> Am 06.04.2014 um 18:18 schrieb Exo Verse <tora...@gmail.com>: > >>>>> > >>>>> Thanks, but as I mentioned in my original post, I don't like JOGL. It > >>>>> doesn't work with my setup. I use LWJGL because its only about the > >> OpenGL > >>>>> and not other libraries, and its an easy API wrapper to use. There > are > >>>> many > >>>>> many reason I hate JOGL.. but this thread is not about hating on > JOGL, > >>>> its > >>>>> about finding a way to use LWJGL with JavaFX2+. > >>>>> > >>>>> Also, Win32 API calls can use both DirectX and OpenGL APIs. And it > >>>> doesn't > >>>>> matter what Windows OS you're using. I have tested this out from > >> Windows > >>>> XP > >>>>> all the way to Windows 7 - 32/64 Bit with no problem. > >>>>> > >>>>> Cheers > >>>>> Torak > >>>>> > >>>>> > >>>>> On Sun, Apr 6, 2014 at 11:52 AM, Tom Schindl < > >>>> tom.schi...@bestsolution.at>wrote: > >>>>> > >>>>>> There is a talk from Felipe and Steve at J1 last year how to embed > >>>> OpenGL > >>>>>> into FX using *internal* API! > >>>>>> > >>>>>> Search for it on parleys - this does not help you on Win32 which > uses > >>>>>> directx instead of javafx. BTW there are people doing a JOGL > pipeline > >>>>>> https://bitbucket.org/dejayberlin/joglfxpipeline/src! > >>>>>> > >>>>>> Tom > >>>>>> Von meinem iPhone gesendet > >>>>>> > >>>>>>> Am 06.04.2014 um 17:25 schrieb Exo Verse <tora...@gmail.com>: > >>>>>>> > >>>>>>> Yea its a shame that using JavaFX as an option along with OpenGL > >> wasn't > >>>>>>> even thought of to begin with. I don't understand why they limit > you > >>>> like > >>>>>>> they do. Them trying to recreate the wheel and make their own > version > >>>> of > >>>>>> a > >>>>>>> 3D interface is just plain stupid if it can't run low level. I can > >> see > >>>> 2D > >>>>>>> games and applications with a LOT of usage for JavaFX and its 2D > >>>> graphics > >>>>>>> API. But True 3D needs low level other wise its a waste of time. > >>>>>>> > >>>>>>> Well, thanks for the replies. Guess I'll have to stick with using > >> other > >>>>>>> sources for my GUI. It's just that I like JavaFX version of its GUI > >>>>>> because > >>>>>>> it is so simple to use. But not worth it if you can't use it for > the > >>>>>> reason > >>>>>>> that we the people need it for. Like in my case, game dev. > >>>>>>> > >>>>>>> Cheers. > >>>>>>> Torak > >>>>>>> > >>>>>>> > >>>>>>> On Sun, Apr 6, 2014 at 10:48 AM, Philipp Dörfler < > >> phdoerf...@gmail.com > >>>>>>> wrote: > >>>>>>> > >>>>>>>> It is not possible to combine JavaFX and OpenGL as it is right > now. > >>>> This > >>>>>>>> was discussed on this mailing list some time before as a > _possible_ > >>>>>> future > >>>>>>>> addition, but I'd be very surprised if Oracle actually chose to > >>>>>> implement > >>>>>>>> this. > >>>>>>>> > >>>>>>>> Starting with JavaFX 8 there is indeed some kind of "3D support" > but > >>>> the > >>>>>>>> 3D API allows only for the most basic operations. It is still > >>>> completely > >>>>>>>> scene graph based and you have to live with all restrictions that > >>>> JavaFX > >>>>>>>> imposes on you. Not wanting to say that the 3D API is completely > >>>>>> useless, > >>>>>>>> but I'm afraid that even WPF is more flexible when it comes to 3D > >> than > >>>>>>>> JavaFX is. For example: As far as I know you can not even change > the > >>>>>>>> shading model from GL_SMOOTH to GL_FLAT. You could work around > that > >> by > >>>>>>>> setting the normals yourself though (Same for WPF). Also render > >>>> quality > >>>>>> is > >>>>>>>> bad when you render an instance of Text in 3D and scale it down > for > >>>>>>>> example. At least it was when I tried that last time (few months > >> ago). > >>>>>>>> > >>>>>>>> Again, not to say that one can't work with JavaFX's 3D API, but > it's > >>>> not > >>>>>>>> raw OpenGL either. As far as I know the JavaFX team wants to be > able > >>>> to > >>>>>> let > >>>>>>>> the user use his own OpenGL context and let JavaFX render on top > of > >>>>>> that or > >>>>>>>> add the possibility to ask JavaFX for the underlying context and > >> mess > >>>>>> with > >>>>>>>> that but this is not even officially planned or included on any > >>>> roadmap > >>>>>>>> (AFAIK) so we can only keep our fingers crossed for that to > happen. > >>>> Like > >>>>>>>> you I would absolutely LOVE to use JavaFX as a GUI on top of my > >> OpenGL > >>>>>>>> games. > >>>>>>>> > >>>>>>>> Cheers > >>>>>>>> Philipp Dörfler > >>>>>>>> > >>>>>>>>> Am 06.04.2014 um 16:31 schrieb Exo Verse <tora...@gmail.com>: > >>>>>>>>> > >>>>>>>>> Can you please explain what True 3D means in terms of Low Level > >> API ? > >>>>>>>>> Because with LWJGL I can use Low Level API to talk directly to my > >>>> Video > >>>>>>>>> Card. As a game dev, I need every ounce of umph from the card I > can > >>>>>> get, > >>>>>>>>> and using a browser or any other kind of wrapper hasn't proven > very > >>>>>>>>> efficient. I love LWJGL because of its simplicity. Anything > extra I > >>>>>>>> need, I > >>>>>>>>> am allowed to make on my own. Example, my own Game Engine. > >>>>>>>>> > >>>>>>>>> And that is where I am at. So if your speaking about Nodes, I am > >>>> aware > >>>>>>>>> there is a hierarchy to the JavaFX2 when setting up the GUI, but > >> that > >>>>>> is > >>>>>>>>> the only thing I knew existed. Could you please elaborate what > >> makes > >>>>>>>>> JavaFX8 a True 3D Low Level interface API ? Because from the > >>>>>>>> presentation, > >>>>>>>>> you have to go through two layers before you have to get to the > >>>> OpenGL > >>>>>>>>> layer. Where as if I can use LWJGL, I can skip a level. > >>>>>>>>> > >>>>>>>>> If I am misinformed on something, please, explain. Because I am > new > >>>> to > >>>>>>>>> JavaFX. > >>>>>>>>> > >>>>>>>>> Cheers, > >>>>>>>>> Torak > >>>>>>>>> > >>>>>>>>> > >>>>>>>>>> On Sun, Apr 6, 2014 at 10:24 AM, Hervé Girod < > >> herve.gi...@gmail.com > >>>>> > >>>>>>>>> wrote: > >>>>>>>>> > >>>>>>>>>> With Java 8 (JavaFX 8), you now have true 3D Nodes, with camera, > >>>>>>>>>> texturing, etc... However it would still be very interesting to > be > >>>>>> able > >>>>>>>> to > >>>>>>>>>> control the low-level rendering of JavaFX, such as using LWJGL > for > >>>>>>>> example. > >>>>>>>>>> This would allow to render JavaFx content in an external OpenGL > >>>>>> context > >>>>>>>> for > >>>>>>>>>> example. > >>>>>>>>>> > >>>>>>>>>> Hervé > >>>>>>>>>> > >>>>>>>>>> Sent from my iPad > >>>>>>>>>> > >>>>>>>>>>> On 6 avr. 2014, at 14:42, Exo Verse <tora...@gmail.com> wrote: > >>>>>>>>>>> > >>>>>>>>>>> Hello, I have been working with OpenGL and LWJGL for over 5 > years > >>>>>> now. > >>>>>>>> I > >>>>>>>>>>> want to switch over to using JavaFX 2, because of its GUI > >> abilities > >>>>>> and > >>>>>>>>>>> still use LWJGL with it. But I can't seem to find a way to do > >>>> this. I > >>>>>>>>>> saw a > >>>>>>>>>>> 2 hour video that described the features of JavaFX 2 and it > even > >>>>>> shown > >>>>>>>>>> the > >>>>>>>>>>> layout.. OpenGL was there at the bottom with D3D with Prism > >> above > >>>>>> both > >>>>>>>>>> of > >>>>>>>>>>> them in the hierarchy. I have searched the web and I can't find > >>>>>> prism, > >>>>>>>> I > >>>>>>>>>>> can't find info on how to talk to opengl and I can't find any > >>>>>> tutorials > >>>>>>>>>>> anywhere. So I am posting here to see what I can find. I do NOT > >>>> like > >>>>>>>>>> JOGL. > >>>>>>>>>>> I prefer LWJGL. So far, the only thing related to 3D with > regards > >>>> to > >>>>>>>>>> JavaFX > >>>>>>>>>>> is the very resource intensive Canvas3D, which I can't stand. > Any > >>>>>>>> ideas ? > >>>>>>>>>>> Is it not implemented yet and its on its way ? I'm trying to > find > >>>> any > >>>>>>>>>> info > >>>>>>>>>>> I can about this. If there is nothing for LWJGL, then I can't > use > >>>>>>>> JavaFX. > >>>>>>>>>>> > >>>>>>>>>>> Thanks. > >>>>>>>>>>> > >>>>>>>>>>> Torak > >>>> > >> > >