There is a talk from Felipe and Steve at J1 last year how to embed OpenGL into FX using *internal* API!
Search for it on parleys - this does not help you on Win32 which uses directx instead of javafx. BTW there are people doing a JOGL pipeline https://bitbucket.org/dejayberlin/joglfxpipeline/src! Tom Von meinem iPhone gesendet > Am 06.04.2014 um 17:25 schrieb Exo Verse <tora...@gmail.com>: > > Yea its a shame that using JavaFX as an option along with OpenGL wasn't > even thought of to begin with. I don't understand why they limit you like > they do. Them trying to recreate the wheel and make their own version of a > 3D interface is just plain stupid if it can't run low level. I can see 2D > games and applications with a LOT of usage for JavaFX and its 2D graphics > API. But True 3D needs low level other wise its a waste of time. > > Well, thanks for the replies. Guess I'll have to stick with using other > sources for my GUI. It's just that I like JavaFX version of its GUI because > it is so simple to use. But not worth it if you can't use it for the reason > that we the people need it for. Like in my case, game dev. > > Cheers. > Torak > > > On Sun, Apr 6, 2014 at 10:48 AM, Philipp Dörfler <phdoerf...@gmail.com>wrote: > >> It is not possible to combine JavaFX and OpenGL as it is right now. This >> was discussed on this mailing list some time before as a _possible_ future >> addition, but I'd be very surprised if Oracle actually chose to implement >> this. >> >> Starting with JavaFX 8 there is indeed some kind of "3D support" but the >> 3D API allows only for the most basic operations. It is still completely >> scene graph based and you have to live with all restrictions that JavaFX >> imposes on you. Not wanting to say that the 3D API is completely useless, >> but I'm afraid that even WPF is more flexible when it comes to 3D than >> JavaFX is. For example: As far as I know you can not even change the >> shading model from GL_SMOOTH to GL_FLAT. You could work around that by >> setting the normals yourself though (Same for WPF). Also render quality is >> bad when you render an instance of Text in 3D and scale it down for >> example. At least it was when I tried that last time (few months ago). >> >> Again, not to say that one can't work with JavaFX's 3D API, but it's not >> raw OpenGL either. As far as I know the JavaFX team wants to be able to let >> the user use his own OpenGL context and let JavaFX render on top of that or >> add the possibility to ask JavaFX for the underlying context and mess with >> that but this is not even officially planned or included on any roadmap >> (AFAIK) so we can only keep our fingers crossed for that to happen. Like >> you I would absolutely LOVE to use JavaFX as a GUI on top of my OpenGL >> games. >> >> Cheers >> Philipp Dörfler >> >>> Am 06.04.2014 um 16:31 schrieb Exo Verse <tora...@gmail.com>: >>> >>> Can you please explain what True 3D means in terms of Low Level API ? >>> Because with LWJGL I can use Low Level API to talk directly to my Video >>> Card. As a game dev, I need every ounce of umph from the card I can get, >>> and using a browser or any other kind of wrapper hasn't proven very >>> efficient. I love LWJGL because of its simplicity. Anything extra I >> need, I >>> am allowed to make on my own. Example, my own Game Engine. >>> >>> And that is where I am at. So if your speaking about Nodes, I am aware >>> there is a hierarchy to the JavaFX2 when setting up the GUI, but that is >>> the only thing I knew existed. Could you please elaborate what makes >>> JavaFX8 a True 3D Low Level interface API ? Because from the >> presentation, >>> you have to go through two layers before you have to get to the OpenGL >>> layer. Where as if I can use LWJGL, I can skip a level. >>> >>> If I am misinformed on something, please, explain. Because I am new to >>> JavaFX. >>> >>> Cheers, >>> Torak >>> >>> >>>> On Sun, Apr 6, 2014 at 10:24 AM, Hervé Girod <herve.gi...@gmail.com> >>> wrote: >>> >>>> With Java 8 (JavaFX 8), you now have true 3D Nodes, with camera, >>>> texturing, etc... However it would still be very interesting to be able >> to >>>> control the low-level rendering of JavaFX, such as using LWJGL for >> example. >>>> This would allow to render JavaFx content in an external OpenGL context >> for >>>> example. >>>> >>>> Hervé >>>> >>>> Sent from my iPad >>>> >>>>> On 6 avr. 2014, at 14:42, Exo Verse <tora...@gmail.com> wrote: >>>>> >>>>> Hello, I have been working with OpenGL and LWJGL for over 5 years now. >> I >>>>> want to switch over to using JavaFX 2, because of its GUI abilities and >>>>> still use LWJGL with it. But I can't seem to find a way to do this. I >>>> saw a >>>>> 2 hour video that described the features of JavaFX 2 and it even shown >>>> the >>>>> layout.. OpenGL was there at the bottom with D3D with Prism above both >>>> of >>>>> them in the hierarchy. I have searched the web and I can't find prism, >> I >>>>> can't find info on how to talk to opengl and I can't find any tutorials >>>>> anywhere. So I am posting here to see what I can find. I do NOT like >>>> JOGL. >>>>> I prefer LWJGL. So far, the only thing related to 3D with regards to >>>> JavaFX >>>>> is the very resource intensive Canvas3D, which I can't stand. Any >> ideas ? >>>>> Is it not implemented yet and its on its way ? I'm trying to find any >>>> info >>>>> I can about this. If there is nothing for LWJGL, then I can't use >> JavaFX. >>>>> >>>>> Thanks. >>>>> >>>>> Torak >> >>