I doubt it. We used to have a JOGL prism pipeline in FX 2, but retired
it, and got a significant footprint reduction and performance boost
(mainly due to how JOGL manages contexts and drawabled).
Btw, the ES2 code for windows is already in the repo, and is part of the
OpenJFX build. We just don't ship it. mainly because it doesn't work
well at all on Intel HD, and is somewhat buggy on the other platforms.
-- Kevin
Tom Schindl wrote:
Would it be better to work on a jogl prism pipeline itself?
Tom
Von meinem iPhone gesendet
Am 14.01.2014 um 16:15 schrieb Stephen F Northover
<steve.x.northo...@oracle.com>:
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