It would be a lot of work, and not something we are likely to do any
time soon.
-- Kevin
On 8/26/2021 10:46 AM, Phil Freihofner wrote:
All this recent, great activity on WebView makes me wonder: are there
plans in place, or any teams actively working on enabling WebGL? I was
recently shown,
r 12, 2017 9:52 PM
> To: Jan Tosovsky
> Cc: openjfx-dev@openjdk.java.net
> Subject: Re: WebView and WebGL
>
> Hi Jan,
>
> I have to say that I find your question rather "curious"!
>
> Imagine asking a Qt developer "Why do you need 3D in Qt?&qu
Hi Jan,
I have to say that I find your question rather "curious"!
Imagine asking a Qt developer "Why do you need 3D in Qt?". They'd probably look
at you a bit strangely and then reply "Is this a trick question?".
If there weren't the (advanced) 3D features in Qt then most C++ developers
would
On 2017-09-10 Nir Lisker wrote:
>
> 3D enhancement are indeed not planned for Java10 (at the minimum) ...
> but I agree with Mike - you can, maybe somewhat surprisingly, do quite
> a lot with what there is.
>
> ...
>
> We've employed some clever tricks to get adequate "advanced features"
>
Yes, and this is primary reason that ANGLE exists, and is used to
implement WebGL on Windows by translating GL calls to Direct3D.
-- Kevin
Philip Race wrote:
FWIW Java 2D ships OGL support on Windows (turned on by a flag) and
our SQE
have occasionally dutifully run tests in that mode and
I don't want to hijack the WebGL discussion but since it rolled into the 3D
library territory anyway I'll give my 2 cents.
3D enhancement are indeed not planned for Java10 (at the minimum) and
indeed you can't bring your own shader (asked already at
...if only you could "bring your own" shader :-;
On 10 Sep 2017, at 21:04, Mike Hearn wrote:
>>
>> (And yes, the current JavaFX 3D features are extremely rudimentary and not
>> particularly useful. I don't expect them to be ever enhanced. They're
>> effectively "frozen". It's
>
> (And yes, the current JavaFX 3D features are extremely rudimentary and not
> particularly useful. I don't expect them to be ever enhanced. They're
> effectively "frozen". It's a harsh call but I think they were a mistake
> from day one. We need a completely different alternative).
>
I
Yes Scott, the rendering in WebView is done with the JavaFX API which has pros
and cons.
The major "pro" is that it is a lightweight control that plays nicely with all
other controls (and the performance is surprisingly good). The "con" is that
implementing WebGL was thus very complicated
If I’m remembering correctly, I think the another factor for why WebGL wasn’t
included is that the rendering layer of WebKit was done on top of JavaFX. That
allows it to integrate nicely with the all the other JavaFX rendering.
Personally I wish that time wasn’t wasted (IMO) on the existing 3D
FWIW Java 2D ships OGL support on Windows (turned on by a flag) and our SQE
have occasionally dutifully run tests in that mode and regularly turn up
bugs that look like driver bugs. As a consequence FX decided to not ship it.
So although FX builds OGL support on all platforms it is excluded from
Thanks guys - that sounds like a good "angle" to approach this :-;
I too suspected that Windows and poor OpenGL support was at the heart of the
matter after the decades-long "API Wars". I just didn't realise that OpenGL on
Windows was that inferior/buggy to Direct3D (by design, of course!).
I
Having done some GL work on windows I've to agree with Mike. Windows GL
drivers can be a disaster. If you are able to specify hardware for your
users it's fine but if you take a random win-machine you are most likely in
trouble. So something like angle would probably be the safest way to get
EGL
Getting back to the original issue, it's good to know that work is being done
to implement WebGL support but I fear that the whole process will take longer
than is really needed.
As I see it, JavaFX has one major competitor which is Qt. Naturally JavaFX lags
behind Qt in features and
+1
... to Any high performance way to get images from native code to the screen in
a JavaFX app. I filed an enhancement request many years ago for a method to
supply portions of the media pipeline for the media player APIs.
I've also been asking for some way to get at a native surface
Hi Jonathan, hi all,
I would like to bring up the "WritableImage backed by DirectBuffer"
discussion again:
I did my own experiments with WebGL and native rendering. I posted them a
while ago here on the mailing list (https://github.com/miho/VFXWebKit &
https://youtu.be/FlIrY1SlNM4). I came to
All,
WebGL is something that is currently in the planning pipeline with a
relatively high priority. This means it is not under active development
yet, but we already have engineers working on the research towards this
feature. Once this is concluded and the scope of the work better
This *is* the problem: 7 years since a formal issue is raised and still we have
nothing.
As I said, WebGL support won't happen unless *we* make it happen and I'm in a
position where I have both a need and time to work on it. I'm sure others would
help too.
Once someone from Oracle responds to
Am 25.08.17 um 18:22 schrieb Nir Lisker:
It has been suggested already in
https://bugs.openjdk.java.net/browse/JDK-8091035.
I am well aware of these suggestions but did you look at the creation date?
It has been suggested already in
https://bugs.openjdk.java.net/browse/JDK-8091035.
I agree with you Michael.
So let's open a discussion as a community and actually get coding.
It won't happen otherwise...
(At least not for 4 years or so)
> On 25 Aug 2017, at 17:34, Michael Paus wrote:
>
> I also find it important to get WebGL support into WebView as soon as
I also find it important to get WebGL support into WebView as soon as
possible
but I fear that this is not such an easy task because there are a few things
to consider. From my point of view, for example, it would not make much
sense
to implement WebGL exclusively in the context of the
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