You can use JOGL 2 on top of NEWT (the AWT-less windowing/event/input toolkit 
that was developed alongside JOGL 2), no native code required.  On Mac OS X, it 
is necessary to pass "-XstartOnFirstThread -Djava.awt.headless=true" to ensure 
proper startup/threading behavior.

We used JOGL 2 and NEWT successfully in developing the new graphics stack for 
JavaFX (including on Mac OS X).  I don't recall whether we ever experimented 
with running it on a bsd-port build, but it should just work assuming the 
-XstartOnFirstThread logic was included in the bsd-port tree, and I think it 
was integrated in late 2008:
http://markmail.org/message/ukpoambmlttcm7sg

Anyway, I think you'd be better off directing your questions to the JOGL forums 
on javagaming.org... Here's a relevant thread:
http://www.javagaming.org/index.php/topic,20625.0.html

Chris


On Feb 10, 2010, at 11:50 AM, Joshua Marinacci wrote:
> hmm. sounds like some custom JNI code that I'd need to write to get GL up and 
> running.
> On Wed Feb 10, 2010, at 11:49 AM, Mike Swingler wrote:
> 
>> On Mac OS X, you still need a Cocoa window to hang your OpenGL context onto. 
>> How that window is managed from Java is...well...unclear without the AWT. 
>> Also, your game would have to accept keyboard and mouse input...so there 
>> would have to be something to handle that as well.
>> 
>> Mike Swingler
>> Java Runtime Engineer
>> Apple Inc.
>> 
>> On Feb 10, 2010, at 10:53 AM, Joshua Marinacci wrote:
>> 
>>> Hey David. Long time, no hear. :)
>>> 
>>> Yeah, there are a few AWT classes I'm using for off screen rendering, so 
>>> doing the headless toolkit makes sense.  So if I do that then I no longer 
>>> have any dependencies on X11, right?
>>> 
>>> Has anyone here worked with JOGL? I know the latest beta releases have 
>>> hooks for a new windowing toolkit so that we don't need AWT, but in my 
>>> simple tests I wasn't able to make use of it.
>>> 
>>> On Wed Feb 10, 2010, at 10:50 AM, David Herron wrote:
>>> 
>>>> A thought -- Use the AWT headless toolkit and that is supposed to turn off 
>>>> any on-screen GUI stuff.  But it would mean ensuring the 3D stuff you 
>>>> create would be done via other means than the AWT infrastructure.
>>>> 
>>>> IIRC There are other things which will trigger AWT into action.  Using the 
>>>> headless toolkit will cause the system to instead throw exceptions that 
>>>> will tell you which methods are safe or not.  You can also inspect methods 
>>>> and classes to see which throw HeadlessException and which don't.
>>>> 
>>>> On Wed, Feb 10, 2010 at 9:43 AM, Joshua Marinacci <jos...@marinacci.org> 
>>>> wrote:
>>>> 
>>>> Hi guys. I was wondering if anyone has tried the following, or has 
>>>> thoughts on how difficult it would be to implement.
>>>> 
>>>> Would it be possible to run OpenJDK on Mac OSX outside of the X11 layer 
>>>> provided the app only opened a JOGL window rather than an AWT or Swing 
>>>> window?  Would just not opening a JFrame do it or are there other things 
>>>> hidden in the runtime which would trigger the AWT layer, and therefore 
>>>> require X11?
>>>> 
>>>> My end goal is to write a 3D game that can have the JRE distributed with 
>>>> the app.
>> 
> 
> _______________
> Josh Marinacci
> JoshOnDesign.com
> 
> 
> 


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