Here is the java and fxml code so you can see what I am doing. This is just an example. Also, I am using a 800x600 PNG transparent image.
Main.fxml http://pastebin.com/raw.php?i=w7KHTkXy Main.java http://pastebin.com/raw.php?i=he5RGK75 MainController.java http://pastebin.com/raw.php?i=VFH4AkLP The problem is, if you take out the button ( I used scene builder to remove the button and the pane its on ) then the transparency works. But as soon as I re-add the button in the code / Scene Builder, then the transparency is gone. Ideas ? Torak On Mon, Apr 7, 2014 at 11:19 AM, Exo Verse <tora...@gmail.com> wrote: > 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 >> >>>> >> >> >> >> >