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 (with
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 t
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 w
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 to
I'm not on the FX team, but I'd suggest just starting work on it and see
how far you get. You might duplicate some of the research the FX engineers
are doing but you also might not, or you might find yourself being able to
influence the direction of the project with unique input.
If you can make W