At one point there was one or one that had an API close to JOGL. It was slower and bigger that what we have now. I would not be opposed to someone in the community looking into this again, be we wouldn't revisit it.


On 2014-01-14 10:43 AM, Tom Schindl wrote:
Would it be better to work on a jogl prism pipeline itself?


Von meinem iPhone gesendet

Am 14.01.2014 um 16:15 schrieb Stephen F Northover 

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.


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?



On 14 January 2014 06:28, Stephen F Northover < 
<>> 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.

    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.


    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?



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