Hey guys,
I followed the discussion with interest. I just checked the lwjdlfx-approach. It looked promising in the first place but it has still major performance issues. It is based on the snapshot functionality in the Node base class. This is actually a similar approach we've seen in the JFXPanel which indeed has horrible performance. From my point of view it is not the way to go. What I really like to see is a way to get a textureID directly into the JavaFX opengl context wraped with an Image object. I know it's pretty hard to do this cross-platform and cross-implementation (DirectX, OpenGl) but otherwise JFX can't be mixed with Third-Party applications. Okay, using JFX on top of a OpenGL game just as a replacement of the UI-framework like Ogre-UI etc. might still be a good point since there is no high performance need. In our case we need both high performance UI and high performance additional OpenGL drawings. As of today I could only use JavaFX with a SwingPanel that encapsulates a JOGL context... just my 2 cents Matthias Am 07.04.2014 um 18:47 schrieb Stephen F Northover <steve.x.northo...@oracle.com>: > The lwjglfx solution. > > Steve > > On 2014-04-07 12:45 PM, Exo Verse wrote: >> @ Steve >> Which approach are you referring too ? The lwjglfx solution or this >> transparency background solution ? >> >> The lwjglfx I am assuming here since its drawing out to an image and back >> in again. But if your speaking about my transparency issue I solved, I >> didn't realize it was sending out to an image and back again. Could you >> please elaborate as to which solution your speaking about ? >> >> Torak >> >> >> On Mon, Apr 7, 2014 at 12:33 PM, Stephen F Northover < >> steve.x.northo...@oracle.com> wrote: >> >>> This solution is cool, but it draws to an image, sucks out the bits and >>> then converts that to an FX image. This is a good approach because it uses >>> API and does not rely on any internals of FX. Hopefully it is fast enough >>> for you. >>> >>> Steve >>> >>> >>> On 2014-04-06 12:41 PM, Exo Verse wrote: >>> >>>> 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 >>>>>>>>>>>> >