Hello, I hope it is the correct list for this kind of problem. If not, don't bother to read the rest of the message ;)
I am using OpenGL acceleration in a "soft real-time" Java program by using JOGL, drawing in an external OpenGL context (coming from a master C app which set it's OpenGL context and then calls the Java app by JNI). The Java application is based on Swing rendering, but I redirect the rendering on a Graphics2D context to draw in this external context. I am able to have a not so bad performance by drawing the low-level Swing content on a texture which in turn is put on the external OpenGL context. However, the performance and the quality of the resulting image could be much better if the Java app really processed the low level OpenGL orders rather than drawing a huge texture. I know how to code an OpenGL "Graphics2D" renderer, but it's a lot of work and a lot of possibilities to create bugs, and I'm thinking that Java2D has already internally an OpenGL-based pipeline. Would it be possible for me to leverage this pipeline instead of recreating a new (less good) one? Again sorry if it's not the right list. Herve