@ Steve Which approach are you referring too ? The lwjglfx solution or this transparency background solution ?
The lwjglfx I am assuming here since its drawing out to an image and back in again. But if your speaking about my transparency issue I solved, I didn't realize it was sending out to an image and back again. Could you please elaborate as to which solution your speaking about ? Torak On Mon, Apr 7, 2014 at 12:33 PM, Stephen F Northover < steve.x.northo...@oracle.com> wrote: > This solution is cool, but it draws to an image, sucks out the bits and > then converts that to an FX image. This is a good approach because it uses > API and does not rely on any internals of FX. Hopefully it is fast enough > for you. > > Steve > > > On 2014-04-06 12:41 PM, Exo Verse wrote: > >> 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 >>>>>>>>>> >>>>>>>>> >