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 >>>> >>