It should all just work. The first step is to go and build OpenJFX. If something doesn't work, we can help you through JIRA and this list.

Steve

On 2014-01-14 6:57 AM, Felix Bembrick wrote:
Thanks Stephen.

If I were to build an OpenGL-based platform for Windows, would the font rendering technique need to change? That is, could DirectWrite still be used to rasterise the glyphs (if that's what's currently happening) and would there be any reason for the text rendering quality to degrade?

You mentioned that "ES2 code is not there": was that just an example or will I really have to address this problem?

Thanks,

Felix



On 14 January 2014 06:28, Stephen F Northover <steve.x.northo...@oracle.com <mailto:steve.x.northo...@oracle.com>> wrote:

    Essentially, OpenGL on Windows would be another platform to
    support.  If you build your own OpenJFX for Windows, it will work
    but it is completely unsupported.

    https://wiki.openjdk.java.net/display/OpenJFX/Building+OpenJFX

    If you run into any problems after you have successfully built
    (ie. the ES2 code is not there), open a JIRA request for OpenGL
    support on Windows and we can follow up there.  Even if we don't
    fix the JIRA, we can capture the information for other that might
    want to do the same thing.

    Steve


    On 2014-01-13 1:19 PM, Felix Bembrick wrote:

        Having watched the presentation from Stephen and Felipe about
        integrating JavaFX and native technologies such as OpenGL, I
        am inspired to work on a solution for my own needs for fast
        rendering of thousands of objects using the techniques in the
        video which I would then contribute to the community.

        However, it's quite clear that any OpenGL based solution is
        not going to work on Windows because OpenGL is not enabled on
        that platform.

        Given that I don't want to write code that supports both
        OpenGL and D3D, could someone answer these questions?

        1. Why is OpenGL not enabled on Windows? Is it a performance
        thing? Is it because of poor text rendering with OpenGL?

        2. What's involved in hacking Prism to enable OpenGL?

        3. If 2 is not possible, is there some way to develop an
        abstraction layer on top of both OpenGL and D3D?

        Thanks,

        Felix




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