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
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