FYI, the native-libs-in-mods issue is being discussed on the panama-dev
list as well:
http://mail.openjdk.java.net/pipermail/panama-dev/2018-April/001543.html

- Johan

On Tue, May 1, 2018 at 6:01 PM Kevin Rushforth <kevin.rushfo...@oracle.com>
wrote:

>
>
> On 4/30/2018 8:58 AM, Michael Paus wrote:
> > Am 30.04.18 um 17:29 schrieb Kevin Rushforth:
> >> One thing to note is that unlike the JDK build, all class files for
> >> Windows, Linux, and Mac are set up to be built (but not shipped) on
> >> all three platforms, so it might be possible to create a jar file
> >> that would be the same on all three platforms. I don't know how
> >> feasible it would be or whether that the right direction to take or not.
> > If possible, I would like to see a change in this policy to not ship
> > certain fragments of the build. Especially I would like to have the
> > possibility to use a JavaFX based on OpenGL on Windows too. This would
> > make Java truly cross-platform and might offer a lot of possibilities
> > for better integration of external graphics tools like for example
> > tools based on JOGL. It might also offer the possibility to support
> > WebGL in the WebView in the future so that this gap can be closed too.
> > Am I just dreaming? What do others think?
>
> This is somewhat tangential to the issue of how to ship the native
> libraries and platform-specific classes for each platform. While it is
> true that the prism_es2 classes and native libraries are compiled on
> Windows platforms, they aren't part of the build artifacts, and aren't
> ever run or tested at all. So it wouldn't be as simple as shipping
> something that is currently not shipped. Doing so would require a bit of
> work, not to mention a bug tail since OpenGL drivers for Windows tend to
> be buggy (especially for Intel HD). As for WebGL, it would probably make
> more sense to use ANGLE to translate to D3D on Windows than try to rely
> on OpenGL being available everywhere.
>
> -- Kevin
>
> > Michael
>
>

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