The same holds for our application which includes a video player where we need every little bit of performance, especially when dealing with HD and Ultra-HD content, where every additional copy or pixel format conversion step hurts, just to add a tiny little bit of weight.
Cheers, Robert On Tue, Apr 8, 2014 at 11:20 AM, Matthias Hänel <hae...@ultramixer.com> wrote: > 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 >>>>>>>>>>>>> >> >