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
>>>>>>>>>>>>>
>>
>

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