When you get your game finished, let us know :-).

On Apr 6, 2014, at 10:09 AM, Exo Verse <tora...@gmail.com> wrote:

> Windows makes its own separate stack space for each OpenGL context
> integration. Which is why it runs so smoothly on Windows7. Win7 already
> separates each running process as independent from each other. I can't
> speak for Win8+. I don't like Win8, but that's another topic all of its
> own. You can use OpenGL API with anything. That in itself is not the
> problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs are
> a problem for OpenGL and DirectX. You have to design your own if you're
> making your own game engine, which I am. The problem I kept running into is
> the tools needed for GUI design is crazy expensive or not enough info. I am
> an indie game dev, so I have to use what is available to me. JavaFX is
> brilliant in the way it's GUI design works. I have tried JMonkey, but even
> their Nifty GUI is not exactly user friendly. Same goes with JOGL. LWJGL is
> simple to use and it uses the same calls as C++ API call in OpenGL use. So
> since I am used to the API calls of OpenGL, LWJGL was a no brainer for me.
> 
> So I'll break down your question : "if you get a native OpenGLContext i
> thought you could use any other library to mix in custom OpenGL code into
> your javafx application"
> The short answer is, you can, but with limited means because 2D and 3D
> can't be mixed without a LOT of overhead, at least, that was what I kept
> reading all over the net. Well, thanks to your link you provided me
> earlier, I was able to find someone who figured out how to do it with as
> little overhead as possible. I have his code on my computer now and I have
> been going over it. I can't believe it is this simple. LWJGL and JavaFX do
> work well together. I am very impressed.
> 
> I have enjoyed our conversations Tom. You have definitely made my day. :)
> 
> Cheers,
> Torak
> 
> 
> On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl 
> <tom.schi...@bestsolution.at>wrote:
> 
>> My wording was incorrect better worded: javafx does not  ship an OpenGL
>> prism pipeline on Windows. And to repeat if you get a native OpenGLContext
>> i thought you could use any other library to mix in custom OpenGL code into
>> your javafx application, not?
>> 
>> Tom
>> 
>> Von meinem iPhone gesendet
>> 
>>> Am 06.04.2014 um 18:41 schrieb Exo Verse <tora...@gmail.com>:
>>> 
>>> 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
>>>> 
>> 

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