GOT IT !!! I put this under STYLE ---------> "-fx-background-color: TRANSPARENT;"
That is on the AchorPane ---> STYLE So it works now. :) Torak On Mon, Apr 7, 2014 at 11:31 AM, Exo Verse <tora...@gmail.com> wrote: > 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 >>>> >>>> >>>> >> >>>> >>>> >>> >> >