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,
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
JFXP
good
here (especially anything specific to the direct LWJGL/OpenGL/JavaFX
integration).
From: Mario Torre [mailto:neugens.limasoftw...@gmail.com]
Sent: Monday, April 07, 2014 1:33 PM
To: John Smith
Cc: openjfx-dev@openjdk.java.net; Exo Verse
Subject: RE: JavaFX 2 + with LWJGL ( OpenGL )
I don
nity.oracle.com/community/developer/english/java/javafx/javafx_2.0_and_later
>
> Regards,
> John
>
> -Original Message-
> From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf
> Of Exo Verse
> Sent: Monday, April 07, 2014 9:53 AM
> To: openjfx-dev@openjdk
y.oracle.com/community/developer/english/java/javafx/javafx_2.0_and_later
>
> Regards,
> John
>
> -Original Message-
> From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf
> Of Exo Verse
> Sent: Monday, April 07, 2014 9:53 AM
> To: openjfx-dev@
/developer/english/java/javafx/javafx_2.0_and_later
Regards,
John
-Original Message-
From: openjfx-dev [mailto:openjfx-dev-boun...@openjdk.java.net] On Behalf Of
Exo Verse
Sent: Monday, April 07, 2014 9:53 AM
To: openjfx-dev@openjdk.java.net
Subject: Re: JavaFX 2 + with LWJGL ( OpenGL
OK, update from my previous post. I did finally figure out how to drag my
window around. It's not perfect, but I updated all my code. I still have
the problem of it jumping around the screen when I click and drag, but at
least it is draggable now.
Main.java
http://pastebin.com/raw.php?i=he5RGK75
Ahh yes, the lwjglfx solution. Yes it is ingenious what they guy did. I
would have to draw to an image anyhow with other GUI designs, so this is no
different. And with a buffer, you would only need to update it IF the GUI
has changed. If no change, then you just use the buffer in OpenGL to paste
th
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
@ 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 im
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
GOT IT !!!
I put this under STYLE -> "-fx-background-color: TRANSPARENT;"
That is on the AchorPane ---> STYLE
So it works now. :)
Torak
On Mon, Apr 7, 2014 at 11:31 AM, Exo Verse wrote:
> Image 1 -- Shows transparency without button
> http://imgur.com/O2fWblv
>
> Image 2 -- No tran
Image 1 -- Shows transparency without button
http://imgur.com/O2fWblv
Image 2 -- No transparency when I add the exit button
http://imgur.com/B4J7NFL
On Mon, Apr 7, 2014 at 11:27 AM, Exo Verse wrote:
> Here is the java and fxml code so you can see what I am doing. This is
> just an example. Als
Here is the java and fxml code so you can see what I am doing. This is just
an example. Also, I am using a 800x600 PNG transparent image.
Main.fxml
http://pastebin.com/raw.php?i=w7KHTkXy
Main.java
http://pastebin.com/raw.php?i=he5RGK75
MainController.java
http://pastebin.com/raw.php?i=VFH4AkLP
Will do. :)
On another note, I was working on the Launcher Menu for my game, and I was
able to successfully make a transparent image form. But as soon as I add a
button, the transparency goes away. I need the transparency. I'm not sure
what I am missing to bring that back so that any fxml buttons
When you get your game finished, let us know :-).
On Apr 6, 2014, at 10:09 AM, Exo Verse wrote:
> Windows makes its own separate stack space for each OpenGL context
> integration. Which is why it runs so smoothly on Windows7. Win7 already
> separates each running process as independent from each
Windows makes its own separate stack space for each OpenGL context
integration. Which is why it runs so smoothly on Windows7. Win7 already
separates each running process as independent from each other. I can't
speak for Win8+. I don't like Win8, but that's another topic all of its
own. You can use
My wording was incorrect better worded: javafx does not ship an OpenGL prism
pipeline on Windows. And to repeat if you get a native OpenGLContext i thought
you could use any other library to mix in custom OpenGL code into your javafx
application, not?
Tom
Von meinem iPhone gesendet
> Am 06.0
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 Ope
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
nati
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
abou
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/sr
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
game
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
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 lov
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 exam
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
lay
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