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,
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, and tried myself to display|a site at webglsamples
||with no success. What are the hurdles? Are they mostly technical, or
is it mostly a
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
ing a
bug-infested shiny new toy that does little or nothing more than what they
started with.
And they don't want to buy into the "HTML5 hype" either. They're going to face
a complete brick wall trying to do what I just described by shifting to
browser-based technologies.
My sugges
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
Well, you would certainly know - thanks.
That's very encouraging :-)
> On 11 Sep 2017, at 20:02, Johan Vos wrote:
>
> From experience, I can tell you that if you do the work and write
> high-quality code that makes OpenJFX better, I'm sure it will be possible to
>
>From experience, I can tell you that if you do the work and write
high-quality code that makes OpenJFX better, I'm sure it will be possible
to integrate it.
- Johan
On Mon, Sep 11, 2017 at 3:00 AM John-Val Rose wrote:
> Thanks Nir.
>
> I am very aware of the formal
Thanks Nir.
I am very aware of the formal processes involved but also cognisant of the
considerable time/delays and "red tape" that can be an undesirable consequence
of such formality.
I'm also not a "hope for the best" kinda guy.
I think first we really need (and really hope) someone from
I don't mind giving it a go but I wouldn't like doing the work and then it
not getting implemented (if the result is a success).
Personally, I think that the first thing we should do is make a list of
what exactly it is we are trying to do if only to get a sense of the
magnitude and be sure we
Nir,
You're not "hijacking" anything - I think it's been established that this a
broader "3D API support" issue. In fact, even broader than that.
I'm only new on the JavaFX "scene" but I've looked through the history and
tried to analyse the present and anticipate the future.
It seems that
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
there some significant technical issue that makes WebGL
>> implementation particularly difficult?
>>
>
> Yes. See above.
>
>
>> 3. What is a brief overview of the work that needs to be done?
>>
>
> To expose WebGL, you have to do what Chrome does and map GL to
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
and performance as they basically had a 20 year head
start!
But they do have a WebView with WebGL support and very advanced 3D features in
general (like a 3D Canvas). For JavaFX, it looks as though the 3D features
have been "unofficially deprecated" as no enhancements are planned
+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 <m...@jugs.org> wrote:
>
> I also find it important to get WebGL support into
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 WebView
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