Image 1 -- Shows transparency without button http://imgur.com/O2fWblv
Image 2 -- No transparency when I add the exit button http://imgur.com/B4J7NFL On Mon, Apr 7, 2014 at 11:27 AM, Exo Verse <tora...@gmail.com> wrote: > Here is the java and fxml code so you can see what I am doing. This is > just an example. Also, I am using a 800x600 PNG transparent image. > > Main.fxml > http://pastebin.com/raw.php?i=w7KHTkXy > > Main.java > http://pastebin.com/raw.php?i=he5RGK75 > > MainController.java > http://pastebin.com/raw.php?i=VFH4AkLP > > The problem is, if you take out the button ( I used scene builder to > remove the button and the pane its on ) then the transparency works. But as > soon as I re-add the button in the code / Scene Builder, then the > transparency is gone. Ideas ? > > Torak > > > On Mon, Apr 7, 2014 at 11:19 AM, Exo Verse <tora...@gmail.com> wrote: > >> Will do. :) >> >> On another note, I was working on the Launcher Menu for my game, and I >> was able to successfully make a transparent image form. But as soon as I >> add a button, the transparency goes away. I need the transparency. I'm not >> sure what I am missing to bring that back so that any fxml buttons are not >> overriding it. Ideas ? >> >> Torak >> >> >> On Mon, Apr 7, 2014 at 11:12 AM, Richard Bair <richard.b...@oracle.com>wrote: >> >>> 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 >>> >>>> >>> >> >>> >>> >> >