Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-08 Thread Robert Krüger
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 )

2014-04-08 Thread Matthias Hänel
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 )

2014-04-07 Thread John Smith
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 )

2014-04-07 Thread Mario Torre
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 )

2014-04-07 Thread Exo Verse
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 )

2014-04-07 Thread John Smith
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 )

2014-04-07 Thread Exo Verse
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 )

2014-04-07 Thread Exo Verse
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 )

2014-04-07 Thread 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


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 )

2014-04-07 Thread Exo Verse
@ 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 )

2014-04-07 Thread Stephen F Northover
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 )

2014-04-07 Thread Exo Verse
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 )

2014-04-07 Thread Exo Verse
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 )

2014-04-07 Thread Exo Verse
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 )

2014-04-07 Thread Exo Verse
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 )

2014-04-07 Thread Richard Bair
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 )

2014-04-06 Thread Exo Verse
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 )

2014-04-06 Thread Tom Schindl
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 )

2014-04-06 Thread 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 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 )

2014-04-06 Thread Tom Schindl
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 )

2014-04-06 Thread 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 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 )

2014-04-06 Thread Tom Schindl
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 )

2014-04-06 Thread 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 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 )

2014-04-06 Thread 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 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 )

2014-04-06 Thread 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 )

2014-04-06 Thread Hervé Girod
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 )

2014-04-06 Thread Exo Verse
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