Re: JavaFX 2 + with LWJGL ( OpenGL )
The same holds for our application which includes a video player where we need every little bit of performance, especially when dealing with HD and Ultra-HD content, where every additional copy or pixel format conversion step hurts, just to add a tiny little bit of weight. Cheers, Robert On Tue, Apr 8, 2014 at 11:20 AM, Matthias Hänel wrote: > Hey guys, > > > I followed the discussion with interest. I just checked the lwjdlfx-approach. > It looked promising in the first place but it has still major performance > issues. It is based on the snapshot functionality > in the Node base class. This is actually a similar approach we've seen in the > JFXPanel > which indeed has horrible performance. From my point of view it is not the > way to go. > > > What I really like to see is a way to get a textureID directly into the JavaFX > opengl context wraped with an Image object. I know it's pretty hard to do > this cross-platform > and cross-implementation (DirectX, OpenGl) but otherwise JFX can't be mixed > with Third-Party > applications. > > Okay, using JFX on top of a OpenGL game just as a replacement of the > UI-framework like Ogre-UI > etc. might still be a good point since there is no high performance need. > > In our case we need both high performance UI and high performance additional > OpenGL drawings. > As of today I could only use JavaFX with a SwingPanel that encapsulates a > JOGL context... > > > just my 2 cents > Matthias > > > Am 07.04.2014 um 18:47 schrieb Stephen F Northover > : > >> The lwjglfx solution. >> >> Steve >> >> On 2014-04-07 12:45 PM, Exo Verse wrote: >>> @ 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 > 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 : >>> 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
Re: JavaFX 2 + with LWJGL ( OpenGL )
Hey guys, I followed the discussion with interest. I just checked the lwjdlfx-approach. It looked promising in the first place but it has still major performance issues. It is based on the snapshot functionality in the Node base class. This is actually a similar approach we've seen in the JFXPanel which indeed has horrible performance. From my point of view it is not the way to go. What I really like to see is a way to get a textureID directly into the JavaFX opengl context wraped with an Image object. I know it's pretty hard to do this cross-platform and cross-implementation (DirectX, OpenGl) but otherwise JFX can't be mixed with Third-Party applications. Okay, using JFX on top of a OpenGL game just as a replacement of the UI-framework like Ogre-UI etc. might still be a good point since there is no high performance need. In our case we need both high performance UI and high performance additional OpenGL drawings. As of today I could only use JavaFX with a SwingPanel that encapsulates a JOGL context... just my 2 cents Matthias Am 07.04.2014 um 18:47 schrieb Stephen F Northover : > The lwjglfx solution. > > Steve > > On 2014-04-07 12:45 PM, Exo Verse wrote: >> @ 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 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 : >> 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 : 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
RE: JavaFX 2 + with LWJGL ( OpenGL )
Sorry, I should have worded my email better, my intent was only to advise that for high level API usage questions, IMO you will probably get the best answers on StackOverflow (and many things are answered there already). Agreed that the low level discussion things affecting implementation are good here (especially anything specific to the direct LWJGL/OpenGL/JavaFX integration). From: Mario Torre [mailto:neugens.limasoftw...@gmail.com] Sent: Monday, April 07, 2014 1:33 PM To: John Smith Cc: openjfx-dev@openjdk.java.net; Exo Verse Subject: RE: JavaFX 2 + with LWJGL ( OpenGL ) I don't know, most of this thread is about things that seems low level enough to warrant a discussion on this list, we can forgive one or two "usage" related questions, no? Cheers, Mario Il 07/apr/2014 22:11 "John Smith" mailto:john_sm...@symantec.com>> ha scritto: Hi Exo, For general JavaFX usage questions, stackoverflow or the Oracle JavaFX forums are probably a better place to ask than the openjfx-dev mailing list. See for example: http://stackoverflow.com/questions/18792822/dragging-an-undecorated-stage-in-javafx https://community.oracle.com/community/developer/english/java/javafx/javafx_2.0_and_later Regards, John -Original Message- From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net<mailto:openjfx-dev-boun...@openjdk.java.net>] On Behalf Of Exo Verse Sent: Monday, April 07, 2014 9:53 AM To: openjfx-dev@openjdk.java.net<mailto:openjfx-dev@openjdk.java.net> Subject: Re: JavaFX 2 + with LWJGL ( OpenGL ) Ahh yes, the lwjglfx solution. Yes it is ingenious what they guy did. I would have to draw to an image anyhow with other GUI designs, so this is no different. And with a buffer, you would only need to update it IF the GUI has changed. If no change, then you just use the buffer in OpenGL to paste the GUI image back to the screen in a 3D space instead of worrying about 2D. No need to worry about FPS dropping either. His approach needs work, but the point of his exercise is to prove its doable. I am at another loss though. I am trying to make my window in JavaFX CLICKHOLD and DRAGGABLE.. not a control within it.. The actual window itself. Ideas ? My whole source code in a previous post is there if you want to see what I have so far. Although you will need to make a 800x600 image to get it to work. ( NOTE : Any image for testing purposes would work. ) Torak On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover < steve.x.northo...@oracle.com<mailto:steve.x.northo...@oracle.com>> wrote: > The lwjglfx solution. > > Steve > > > On 2014-04-07 12:45 PM, Exo Verse wrote: > >> @ 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<mailto: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.sc
RE: JavaFX 2 + with LWJGL ( OpenGL )
I don't know, most of this thread is about things that seems low level enough to warrant a discussion on this list, we can forgive one or two "usage" related questions, no? Cheers, Mario Il 07/apr/2014 22:11 "John Smith" ha scritto: > Hi Exo, > > For general JavaFX usage questions, stackoverflow or the Oracle JavaFX > forums are probably a better place to ask than the openjfx-dev mailing list. > > See for example: > > http://stackoverflow.com/questions/18792822/dragging-an-undecorated-stage-in-javafx > > https://community.oracle.com/community/developer/english/java/javafx/javafx_2.0_and_later > > Regards, > John > > -Original Message- > From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf > Of Exo Verse > Sent: Monday, April 07, 2014 9:53 AM > To: openjfx-dev@openjdk.java.net > Subject: Re: JavaFX 2 + with LWJGL ( OpenGL ) > > Ahh yes, the lwjglfx solution. Yes it is ingenious what they guy did. I > would have to draw to an image anyhow with other GUI designs, so this is no > different. And with a buffer, you would only need to update it IF the GUI > has changed. If no change, then you just use the buffer in OpenGL to paste > the GUI image back to the screen in a 3D space instead of worrying about > 2D. No need to worry about FPS dropping either. His approach needs work, > but the point of his exercise is to prove its doable. > > I am at another loss though. I am trying to make my window in JavaFX > CLICKHOLD and DRAGGABLE.. not a control within it.. The actual window > itself. Ideas ? My whole source code in a previous post is there if you > want to see what I have so far. Although you will need to make a 800x600 > image to get it to work. ( NOTE : Any image for testing purposes would > work. ) > > Torak > > > On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover < > steve.x.northo...@oracle.com> wrote: > > > The lwjglfx solution. > > > > Steve > > > > > > On 2014-04-07 12:45 PM, Exo Verse wrote: > > > >> @ 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. > >>>>> > >>>>> Plea
Re: JavaFX 2 + with LWJGL ( OpenGL )
Ahh sorry John. I didn't realize that in this group we were not allowed to ask questions. I'm not sure its purpose then. Thanks for the links. Stackoverflow is useless though because too many people like to close your question down before they understand the problem to begin with. They jump the gun way too fast there. As for the oracle forum, thanks for the link. I'll try it out. I wont bother in this group any further. Again I apologize for my misunderstanding the purpose of this group. Torak On Mon, Apr 7, 2014 at 4:11 PM, John Smith wrote: > Hi Exo, > > For general JavaFX usage questions, stackoverflow or the Oracle JavaFX > forums are probably a better place to ask than the openjfx-dev mailing list. > > See for example: > > http://stackoverflow.com/questions/18792822/dragging-an-undecorated-stage-in-javafx > > https://community.oracle.com/community/developer/english/java/javafx/javafx_2.0_and_later > > Regards, > John > > -Original Message- > From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf > Of Exo Verse > Sent: Monday, April 07, 2014 9:53 AM > To: openjfx-dev@openjdk.java.net > Subject: Re: JavaFX 2 + with LWJGL ( OpenGL ) > > Ahh yes, the lwjglfx solution. Yes it is ingenious what they guy did. I > would have to draw to an image anyhow with other GUI designs, so this is no > different. And with a buffer, you would only need to update it IF the GUI > has changed. If no change, then you just use the buffer in OpenGL to paste > the GUI image back to the screen in a 3D space instead of worrying about > 2D. No need to worry about FPS dropping either. His approach needs work, > but the point of his exercise is to prove its doable. > > I am at another loss though. I am trying to make my window in JavaFX > CLICKHOLD and DRAGGABLE.. not a control within it.. The actual window > itself. Ideas ? My whole source code in a previous post is there if you > want to see what I have so far. Although you will need to make a 800x600 > image to get it to work. ( NOTE : Any image for testing purposes would > work. ) > > Torak > > > On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover < > steve.x.northo...@oracle.com> wrote: > > > The lwjglfx solution. > > > > Steve > > > > > > On 2014-04-07 12:45 PM, Exo Verse wrote: > > > >> @ 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
RE: JavaFX 2 + with LWJGL ( OpenGL )
Hi Exo, For general JavaFX usage questions, stackoverflow or the Oracle JavaFX forums are probably a better place to ask than the openjfx-dev mailing list. See for example: http://stackoverflow.com/questions/18792822/dragging-an-undecorated-stage-in-javafx https://community.oracle.com/community/developer/english/java/javafx/javafx_2.0_and_later Regards, John -Original Message- From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf Of Exo Verse Sent: Monday, April 07, 2014 9:53 AM To: openjfx-dev@openjdk.java.net Subject: Re: JavaFX 2 + with LWJGL ( OpenGL ) Ahh yes, the lwjglfx solution. Yes it is ingenious what they guy did. I would have to draw to an image anyhow with other GUI designs, so this is no different. And with a buffer, you would only need to update it IF the GUI has changed. If no change, then you just use the buffer in OpenGL to paste the GUI image back to the screen in a 3D space instead of worrying about 2D. No need to worry about FPS dropping either. His approach needs work, but the point of his exercise is to prove its doable. I am at another loss though. I am trying to make my window in JavaFX CLICKHOLD and DRAGGABLE.. not a control within it.. The actual window itself. Ideas ? My whole source code in a previous post is there if you want to see what I have so far. Although you will need to make a 800x600 image to get it to work. ( NOTE : Any image for testing purposes would work. ) Torak On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover < steve.x.northo...@oracle.com> wrote: > The lwjglfx solution. > > Steve > > > On 2014-04-07 12:45 PM, Exo Verse wrote: > >> @ 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 : >>>>> >>>>>> Thanks, but as I mentioned in my original post, I don't like >>>>>> JO
Re: JavaFX 2 + with LWJGL ( OpenGL )
OK, update from my previous post. I did finally figure out how to drag my window around. It's not perfect, but I updated all my code. I still have the problem of it jumping around the screen when I click and drag, but at least it is draggable now. Main.java http://pastebin.com/raw.php?i=he5RGK75 MainController.java http://pastebin.com/raw.php?i=VFH4AkLP Main.fxml http://pastebin.com/raw.php?i=w7KHTkXy Again, you will need to add your own background transparent Image for this code to work 100%. The Main.fxml shows you the path of where it goes. Torak On Mon, Apr 7, 2014 at 12:52 PM, Exo Verse wrote: > > Ahh yes, the lwjglfx solution. Yes it is ingenious what they guy did. I > would have to draw to an image anyhow with other GUI designs, so this is no > different. And with a buffer, you would only need to update it IF the GUI > has changed. If no change, then you just use the buffer in OpenGL to paste > the GUI image back to the screen in a 3D space instead of worrying about > 2D. No need to worry about FPS dropping either. His approach needs work, > but the point of his exercise is to prove its doable. > > I am at another loss though. I am trying to make my window in JavaFX > CLICKHOLD and DRAGGABLE.. not a control within it.. The actual window > itself. Ideas ? My whole source code in a previous post is there if you > want to see what I have so far. Although you will need to make a 800x600 > image to get it to work. ( NOTE : Any image for testing purposes would > work. ) > > Torak > > > On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover < > steve.x.northo...@oracle.com> wrote: > >> The lwjglfx solution. >> >> Steve >> >> >> On 2014-04-07 12:45 PM, Exo Verse wrote: >> >>> @ 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 : >> >>> 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, 201
Re: JavaFX 2 + with LWJGL ( OpenGL )
Ahh yes, the lwjglfx solution. Yes it is ingenious what they guy did. I would have to draw to an image anyhow with other GUI designs, so this is no different. And with a buffer, you would only need to update it IF the GUI has changed. If no change, then you just use the buffer in OpenGL to paste the GUI image back to the screen in a 3D space instead of worrying about 2D. No need to worry about FPS dropping either. His approach needs work, but the point of his exercise is to prove its doable. I am at another loss though. I am trying to make my window in JavaFX CLICKHOLD and DRAGGABLE.. not a control within it.. The actual window itself. Ideas ? My whole source code in a previous post is there if you want to see what I have so far. Although you will need to make a 800x600 image to get it to work. ( NOTE : Any image for testing purposes would work. ) Torak On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover < steve.x.northo...@oracle.com> wrote: > The lwjglfx solution. > > Steve > > > On 2014-04-07 12:45 PM, Exo Verse wrote: > >> @ 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 : > >> 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 : >>> 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 a
Re: JavaFX 2 + with LWJGL ( OpenGL )
The lwjglfx solution. Steve On 2014-04-07 12:45 PM, Exo Verse wrote: @ 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 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 : 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 : 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
Re: JavaFX 2 + with LWJGL ( OpenGL )
@ 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 > >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 : 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 : >> >> 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
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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 : 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 : 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 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 : Can you please explain what True 3D means in terms of Low Level API ? Because wit
Re: JavaFX 2 + with LWJGL ( OpenGL )
GOT IT !!! I put this under STYLE -> "-fx-background-color: TRANSPARENT;" That is on the AchorPane ---> STYLE So it works now. :) Torak On Mon, Apr 7, 2014 at 11:31 AM, Exo Verse wrote: > Image 1 -- Shows transparency without button > http://imgur.com/O2fWblv > > Image 2 -- No transparency when I add the exit button > http://imgur.com/B4J7NFL > > > On Mon, Apr 7, 2014 at 11:27 AM, Exo Verse wrote: > >> 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 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 >>> wrote: >>> When you get your game finished, let us know :-). On Apr 6, 2014, at 10:09 AM, Exo Verse 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 : >>> >>> 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/LW
Re: JavaFX 2 + with LWJGL ( OpenGL )
Image 1 -- Shows transparency without button http://imgur.com/O2fWblv Image 2 -- No transparency when I add the exit button http://imgur.com/B4J7NFL On Mon, Apr 7, 2014 at 11:27 AM, Exo Verse wrote: > 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 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 wrote: >> >>> When you get your game finished, let us know :-). >>> >>> On Apr 6, 2014, at 10:09 AM, Exo Verse 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 : >>> >>> >>> >>> 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
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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 wrote: > >> When you get your game finished, let us know :-). >> >> On Apr 6, 2014, at 10:09 AM, Exo Verse 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 : >> >>> >> >>> 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 wh
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 wrote: > When you get your game finished, let us know :-). > > On Apr 6, 2014, at 10:09 AM, Exo Verse 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 : > >>> > >>> 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 : > > > > 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 > >
Re: JavaFX 2 + with LWJGL ( OpenGL )
When you get your game finished, let us know :-). On Apr 6, 2014, at 10:09 AM, Exo Verse 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 > 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 : >>> >>> 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 : > > 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
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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 : > > > > 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 : > >>> > >>> 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 : > > > > 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 > >
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 : > > 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 > 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 : >>> >>> 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 : > > 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 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 w
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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 : > > > > 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 : > >>> > >>> 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 >>> 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
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 : > > 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 > 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 : >>> >>> 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 >> 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 : > > 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 OpenG
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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 : > > > > 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 >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 : > >>> > >>> 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 > >>> 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
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 : > > 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 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 : >>> >>> 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 >>> 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 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 w
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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 : > > > 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 > 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 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 > >> > >
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 : > 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 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 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 >>
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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 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 >
Re: JavaFX 2 + with LWJGL ( OpenGL )
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 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
JavaFX 2 + with LWJGL ( OpenGL )
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