Yea the OpenGL comes with your graphics drivers for your video card. So your correct that it doesn't ship with JavaFX. What I have been going on about is trying to find a way to use JavaFX with LWJGL. In case you are unaware, LWJGL just means "Light Weight Java OpenGL" and its a wrapper for the OpenGL API. It's an alternative to JOGL.
On another note, as I did a search, Thanks to Tom showing me that link I examined that code and I found something of interest in the JOGL code interface.. well it lead me to a google search, and viola.. LWJGL with JavaFX. :) LINK : https://github.com/Spasi/LWJGL-FX So just wanted to post the link here and say thanks for all of your help. :) Cheers, Torak On Sun, Apr 6, 2014 at 12:35 PM, Tom Schindl <tom.schi...@bestsolution.at>wrote: > JavaFX does not ship OpenGL binaries on windows you have to build it your > own. > > Please note: > a) if there are people who manage to write a prism pipeline on jogl why > should you not be able to do the same with lwjgl? > b) the talk i mentionned from felipe and steve show how to get access to > the native OpenGL context and there from you can use any API you like can't > remember which one they used > > Tom > > Von meinem iPhone gesendet > > > Am 06.04.2014 um 18:18 schrieb Exo Verse <tora...@gmail.com>: > > > > Thanks, but as I mentioned in my original post, I don't like JOGL. It > > doesn't work with my setup. I use LWJGL because its only about the OpenGL > > and not other libraries, and its an easy API wrapper to use. There are > many > > many reason I hate JOGL.. but this thread is not about hating on JOGL, > its > > about finding a way to use LWJGL with JavaFX2+. > > > > Also, Win32 API calls can use both DirectX and OpenGL APIs. And it > doesn't > > matter what Windows OS you're using. I have tested this out from Windows > XP > > all the way to Windows 7 - 32/64 Bit with no problem. > > > > Cheers > > Torak > > > > > > On Sun, Apr 6, 2014 at 11:52 AM, Tom Schindl < > tom.schi...@bestsolution.at>wrote: > > > >> 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 > >> >