iOS gradle script doesn't work anymore
Hi, When I try to build OpenJFX for iOS the following error occurs: * Where: Build file '/Applications/Developer/Java/open-jfx-bitbucket/openjfx-8-graphics-rt/build.gradle' line: 460 * What went wrong: A problem occurred evaluating script. Error: missing tool packages: [ios-libs-05.tgz] What’s happen? Best regards, Tobi
Re: MSAA and Scene anti aliasing
I don't really like the single enum approach. I would prefer to keep the existing MSAA boolean, and then, if needed, add a separate attribute for requesting the number of samples; if desired there could be a read-only attribute that returns the actual number of samples used. Most chipsets give limited (or no) control over the number of samples anyway so an enum doesn't seem like a good fit. -- Kevin Gerrit Grunwald wrote: +1 for the enum approach...will make it easier to enhance for future options... Gerrit Am 12.07.2013 um 19:55 schrieb Richard Bair richard.b...@oracle.com: Thor recently pushed an implementation for MSAA for those cases when the feature is supported by the card and where a Scene (or SubScene) is created with the antiAliasing flag set to true. MSAA is Multi-sampled Anti Aliasing, which means that the graphics card, when configured in this mode, will sample each fragment multiple times. The upshot is that 3D doesn't look as jaggy. However this has an impact on performance (usually an extra buffer copy or at the very least you will be sampling each pixel multiple times so if you are doing something graphically intense then that might push you over the edge where you start to see performance degradation). Now multi-sampling can be 2x, 4x, etc. The higher the multi-sampling value, the better the quality, and the lower the performance. I'm also bothered but the name antiAliasing because there are many forms of anti-aliasing in the world and it isn't clear which this is. I think perhaps we should instead have an enum. The idea is that we can add to the enum over time with greater options for how to perform the scene antialiasing. public enum SceneAntiAliasing { DISABLED, DEFAULT, MSAA_2X, MSAA_4X } And then grow it over time to include potentially other techniques. My thought here is that the implementation is going to matter to folks. They're going to want to be able to make the performance / quality tradeoff, and perhaps even the implementation tradeoff (since different implementations may provide somewhat different results). DISABLED turns it off, obviously. DEFAULT allows us to pick what we think is the best (might be different on different platforms. Desktop might go with MSAA_16x or equivalent while iOS might be MSAA_2X). Then some standard options. Thoughts? Richard
Re: MSAA and Scene anti aliasing
What if the type of AA is not MSAA? How about having one method to select the type of AA (i.e. through an enum) and another to set the additional properties (such as number of samples). Alternatively you could have just a single method (configureAntialiasing()?) that did both... - Original Message - From: Kevin Rushforth To:Gerrit Grunwald Cc:openjfx-dev@openjdk.java.net Mailing Sent:Sat, 13 Jul 2013 12:00:42 -0700 Subject:Re: MSAA and Scene anti aliasing I don't really like the single enum approach. I would prefer to keep the existing MSAA boolean, and then, if needed, add a separate attribute for requesting the number of samples; if desired there could be a read-only attribute that returns the actual number of samples used. Most chipsets give limited (or no) control over the number of samples anyway so an enum doesn't seem like a good fit. -- Kevin Gerrit Grunwald wrote: +1 for the enum approach...will make it easier to enhance for future options... Gerrit Am 12.07.2013 um 19:55 schrieb Richard Bair : Thor recently pushed an implementation for MSAA for those cases when the feature is supported by the card and where a Scene (or SubScene) is created with the antiAliasing flag set to true. MSAA is Multi-sampled Anti Aliasing, which means that the graphics card, when configured in this mode, will sample each fragment multiple times. The upshot is that 3D doesn't look as jaggy. However this has an impact on performance (usually an extra buffer copy or at the very least you will be sampling each pixel multiple times so if you are doing something graphically intense then that might push you over the edge where you start to see performance degradation). Now multi-sampling can be 2x, 4x, etc. The higher the multi-sampling value, the better the quality, and the lower the performance. I'm also bothered but the name antiAliasing because there are many forms of anti-aliasing in the world and it isn't clear which this is. I think perhaps we should instead have an enum. The idea is that we can add to the enum over time with greater options for how to perform the scene antialiasing. public enum SceneAntiAliasing { DISABLED, DEFAULT, MSAA_2X, MSAA_4X } And then grow it over time to include potentially other techniques. My thought here is that the implementation is going to matter to folks. They're going to want to be able to make the performance / quality tradeoff, and perhaps even the implementation tradeoff (since different implementations may provide somewhat different results). DISABLED turns it off, obviously. DEFAULT allows us to pick what we think is the best (might be different on different platforms. Desktop might go with MSAA_16x or equivalent while iOS might be MSAA_2X). Then some standard options. Thoughts? Richard
Re: MSAA and Scene anti aliasing
Hi Richard, Yes, I agree an enum is probably better than a boolean for controlling the visual quality of a rendered scene. As a matter of fact we did explore using enum is earlier 3d discussions but decided to go with boolean due to concerns of complexity we aren't ready to handle for JavaFX 8.0. There is quite a few anti-aliasing techniques and MSAA is just one that is easy to implement at the moment. The number of samples can range from 0 to 16 (or more in the future) and max samples is device dependence. If we were to put this detail information/control into an enum, it can turn ugly pretty fast. Also what if the selected technique or number of samples is not support on the device? We will probably have to provide some query mechanisms too. The other approach, that may be doable for this release, is to let user tell us what is preferred, and we will pick the level the device is capable of supporting: public enum SceneAntiAliasing { DISABLED, // prefer performance over quality DEFAULT, // Help me to decide NICE, // good mix of performance and quality NICEST // prefer quality over performance } What do you think? - Chien On 7/12/13 10:55 AM, Richard Bair wrote: Thor recently pushed an implementation for MSAA for those cases when the feature is supported by the card and where a Scene (or SubScene) is created with the antiAliasing flag set to true. MSAA is Multi-sampled Anti Aliasing, which means that the graphics card, when configured in this mode, will sample each fragment multiple times. The upshot is that 3D doesn't look as jaggy. However this has an impact on performance (usually an extra buffer copy or at the very least you will be sampling each pixel multiple times so if you are doing something graphically intense then that might push you over the edge where you start to see performance degradation). Now multi-sampling can be 2x, 4x, etc. The higher the multi-sampling value, the better the quality, and the lower the performance. I'm also bothered but the name antiAliasing because there are many forms of anti-aliasing in the world and it isn't clear which this is. I think perhaps we should instead have an enum. The idea is that we can add to the enum over time with greater options for how to perform the scene antialiasing. public enum SceneAntiAliasing { DISABLED, DEFAULT, MSAA_2X, MSAA_4X } And then grow it over time to include potentially other techniques. My thought here is that the implementation is going to matter to folks. They're going to want to be able to make the performance / quality tradeoff, and perhaps even the implementation tradeoff (since different implementations may provide somewhat different results). DISABLED turns it off, obviously. DEFAULT allows us to pick what we think is the best (might be different on different platforms. Desktop might go with MSAA_16x or equivalent while iOS might be MSAA_2X). Then some standard options. Thoughts? Richard
Re: Making Color Final (and Paint too, for all intents and purposes)
+1 In practice I agree with Richard that this should not cause any issues for applications. -- Kevin David Ray wrote: +1 David Sent from my iPhone On Jul 12, 2013, at 3:15 PM, Richard Bair richard.b...@oracle.com wrote: I have two different changes I might want to make, both of which are definitely incompatible for subclasses, but are otherwise source compatible. public abstract class Paint { Paint() { } // --- Add this package constructor. Anybody who subclassed Paint will die } public final class Color extends Paint { … } // Added final Nobody can do anything useful today by subclassing Paint. Each Paint subclass has hardcoded support in the graphics pipeline. If you were to subclass Paint with WackyPaint and use it in the scene graph, it would do absolutely nothing (except maybe explode in the graphics pipeline someplace). Likewise, if you extend Color with WackyColor, it will only be used as a Color object. Color however does have non-final methods (blast!) which somebody could override. Now, they could do nefarious things with it (as far as the graphics pipeline is concerned), but other than logging when somebody called a method, there is nothing else they could do by overriding (since Color is immutable), except for the deriveColor method which could be reimplemented in a reasonable manner, although the platform will never call your method so it doesn't do you much good. Both of these *should* have been final / effectively final when defined in the first place, and we've made subclassing these classes sufficiently worthless by other methods (other final methods plus the way the pipeline works) that nobody should really be broken but such a change. Besides which, we added a new abstract method in the last release which essentially breaks any subclasses in a binary manner (they would have to update their code), and I'm about to do it again while fixing https://javafx-jira.kenai.com/browse/RT-31565. Anybody with major heartburn let me know now, 'cause its going down! Richard
Re: MSAA and Scene anti aliasing
I know iOS gives at least two or three options. A single enum seems cleaner than two properties (and yet another constructor! Speaking of which it would be better if this were a mutable property). Is it that you don't like that some options can't be honored? On Jul 13, 2013, at 12:00 PM, Kevin Rushforth kevin.rushfo...@oracle.com wrote: I don't really like the single enum approach. I would prefer to keep the existing MSAA boolean, and then, if needed, add a separate attribute for requesting the number of samples; if desired there could be a read-only attribute that returns the actual number of samples used. Most chipsets give limited (or no) control over the number of samples anyway so an enum doesn't seem like a good fit. -- Kevin Gerrit Grunwald wrote: +1 for the enum approach...will make it easier to enhance for future options... Gerrit Am 12.07.2013 um 19:55 schrieb Richard Bair richard.b...@oracle.com: Thor recently pushed an implementation for MSAA for those cases when the feature is supported by the card and where a Scene (or SubScene) is created with the antiAliasing flag set to true. MSAA is Multi-sampled Anti Aliasing, which means that the graphics card, when configured in this mode, will sample each fragment multiple times. The upshot is that 3D doesn't look as jaggy. However this has an impact on performance (usually an extra buffer copy or at the very least you will be sampling each pixel multiple times so if you are doing something graphically intense then that might push you over the edge where you start to see performance degradation). Now multi-sampling can be 2x, 4x, etc. The higher the multi-sampling value, the better the quality, and the lower the performance. I'm also bothered but the name antiAliasing because there are many forms of anti-aliasing in the world and it isn't clear which this is. I think perhaps we should instead have an enum. The idea is that we can add to the enum over time with greater options for how to perform the scene antialiasing. public enum SceneAntiAliasing { DISABLED, DEFAULT, MSAA_2X, MSAA_4X } And then grow it over time to include potentially other techniques. My thought here is that the implementation is going to matter to folks. They're going to want to be able to make the performance / quality tradeoff, and perhaps even the implementation tradeoff (since different implementations may provide somewhat different results). DISABLED turns it off, obviously. DEFAULT allows us to pick what we think is the best (might be different on different platforms. Desktop might go with MSAA_16x or equivalent while iOS might be MSAA_2X). Then some standard options. Thoughts? Richard