Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-08 Thread Matthias Hänel
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.atwrote:
 
 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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Richard Bair
When you get your game finished, let us know :-).

On Apr 6, 2014, at 10:09 AM, Exo Verse tora...@gmail.com 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 other. I can't
 speak for Win8+. I don't like Win8, but that's another topic all of its
 own. You can use OpenGL API with anything. That in itself is not the
 problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs are
 a problem for OpenGL and DirectX. You have to design your own if you're
 making your own game engine, which I am. The problem I kept running into is
 the tools needed for GUI design is crazy expensive or not enough info. I am
 an indie game dev, so I have to use what is available to me. JavaFX is
 brilliant in the way it's GUI design works. I have tried JMonkey, but even
 their Nifty GUI is not exactly user friendly. Same goes with JOGL. LWJGL is
 simple to use and it uses the same calls as C++ API call in OpenGL use. So
 since I am used to the API calls of OpenGL, LWJGL was a no brainer for me.
 
 So I'll break down your question : if you get a native OpenGLContext i
 thought you could use any other library to mix in custom OpenGL code into
 your javafx application
 The short answer is, you can, but with limited means because 2D and 3D
 can't be mixed without a LOT of overhead, at least, that was what I kept
 reading all over the net. Well, thanks to your link you provided me
 earlier, I was able to find someone who figured out how to do it with as
 little overhead as possible. I have his code on my computer now and I have
 been going over it. I can't believe it is this simple. LWJGL and JavaFX do
 work well together. I am very impressed.
 
 I have enjoyed our conversations Tom. You have definitely made my day. :)
 
 Cheers,
 Torak
 
 
 On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl 
 tom.schi...@bestsolution.atwrote:
 
 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 06.04.2014 um 18:41 schrieb Exo Verse tora...@gmail.com:
 
 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.atwrote:
 
 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.atwrote:
 
 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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Exo Verse
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 are not
overriding it. Ideas ?

Torak


On Mon, Apr 7, 2014 at 11:12 AM, Richard Bair richard.b...@oracle.comwrote:

 When you get your game finished, let us know :-).

 On Apr 6, 2014, at 10:09 AM, Exo Verse tora...@gmail.com 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 other. I can't
  speak for Win8+. I don't like Win8, but that's another topic all of its
  own. You can use OpenGL API with anything. That in itself is not the
  problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs
 are
  a problem for OpenGL and DirectX. You have to design your own if you're
  making your own game engine, which I am. The problem I kept running into
 is
  the tools needed for GUI design is crazy expensive or not enough info. I
 am
  an indie game dev, so I have to use what is available to me. JavaFX is
  brilliant in the way it's GUI design works. I have tried JMonkey, but
 even
  their Nifty GUI is not exactly user friendly. Same goes with JOGL. LWJGL
 is
  simple to use and it uses the same calls as C++ API call in OpenGL use.
 So
  since I am used to the API calls of OpenGL, LWJGL was a no brainer for
 me.
 
  So I'll break down your question : if you get a native OpenGLContext i
  thought you could use any other library to mix in custom OpenGL code into
  your javafx application
  The short answer is, you can, but with limited means because 2D and 3D
  can't be mixed without a LOT of overhead, at least, that was what I kept
  reading all over the net. Well, thanks to your link you provided me
  earlier, I was able to find someone who figured out how to do it with as
  little overhead as possible. I have his code on my computer now and I
 have
  been going over it. I can't believe it is this simple. LWJGL and JavaFX
 do
  work well together. I am very impressed.
 
  I have enjoyed our conversations Tom. You have definitely made my day. :)
 
  Cheers,
  Torak
 
 
  On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl 
 tom.schi...@bestsolution.atwrote:
 
  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 06.04.2014 um 18:41 schrieb Exo Verse tora...@gmail.com:
 
  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.atwrote:
 
  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.atwrote:
 
  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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Exo Verse
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

The problem is, if you take out the button ( I used scene builder to remove
the button and the pane its on ) then the transparency works. But as soon
as I re-add the button in the code / Scene Builder, then the transparency
is gone. Ideas ?

Torak


On Mon, Apr 7, 2014 at 11:19 AM, Exo Verse tora...@gmail.com wrote:

 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 are not
 overriding it. Ideas ?

 Torak


 On Mon, Apr 7, 2014 at 11:12 AM, Richard Bair richard.b...@oracle.comwrote:

 When you get your game finished, let us know :-).

 On Apr 6, 2014, at 10:09 AM, Exo Verse tora...@gmail.com 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 other. I can't
  speak for Win8+. I don't like Win8, but that's another topic all of its
  own. You can use OpenGL API with anything. That in itself is not the
  problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs
 are
  a problem for OpenGL and DirectX. You have to design your own if you're
  making your own game engine, which I am. The problem I kept running
 into is
  the tools needed for GUI design is crazy expensive or not enough info.
 I am
  an indie game dev, so I have to use what is available to me. JavaFX is
  brilliant in the way it's GUI design works. I have tried JMonkey, but
 even
  their Nifty GUI is not exactly user friendly. Same goes with JOGL.
 LWJGL is
  simple to use and it uses the same calls as C++ API call in OpenGL use.
 So
  since I am used to the API calls of OpenGL, LWJGL was a no brainer for
 me.
 
  So I'll break down your question : if you get a native OpenGLContext i
  thought you could use any other library to mix in custom OpenGL code
 into
  your javafx application
  The short answer is, you can, but with limited means because 2D and 3D
  can't be mixed without a LOT of overhead, at least, that was what I kept
  reading all over the net. Well, thanks to your link you provided me
  earlier, I was able to find someone who figured out how to do it with as
  little overhead as possible. I have his code on my computer now and I
 have
  been going over it. I can't believe it is this simple. LWJGL and JavaFX
 do
  work well together. I am very impressed.
 
  I have enjoyed our conversations Tom. You have definitely made my day.
 :)
 
  Cheers,
  Torak
 
 
  On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl 
 tom.schi...@bestsolution.atwrote:
 
  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 06.04.2014 um 18:41 schrieb Exo Verse tora...@gmail.com:
 
  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.atwrote:
 
  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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Exo Verse
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 tora...@gmail.com wrote:

 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

 The problem is, if you take out the button ( I used scene builder to
 remove the button and the pane its on ) then the transparency works. But as
 soon as I re-add the button in the code / Scene Builder, then the
 transparency is gone. Ideas ?

 Torak


 On Mon, Apr 7, 2014 at 11:19 AM, Exo Verse tora...@gmail.com wrote:

 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 are not
 overriding it. Ideas ?

 Torak


 On Mon, Apr 7, 2014 at 11:12 AM, Richard Bair richard.b...@oracle.comwrote:

 When you get your game finished, let us know :-).

 On Apr 6, 2014, at 10:09 AM, Exo Verse tora...@gmail.com 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 other. I can't
  speak for Win8+. I don't like Win8, but that's another topic all of its
  own. You can use OpenGL API with anything. That in itself is not the
  problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs
 are
  a problem for OpenGL and DirectX. You have to design your own if you're
  making your own game engine, which I am. The problem I kept running
 into is
  the tools needed for GUI design is crazy expensive or not enough info.
 I am
  an indie game dev, so I have to use what is available to me. JavaFX is
  brilliant in the way it's GUI design works. I have tried JMonkey, but
 even
  their Nifty GUI is not exactly user friendly. Same goes with JOGL.
 LWJGL is
  simple to use and it uses the same calls as C++ API call in OpenGL
 use. So
  since I am used to the API calls of OpenGL, LWJGL was a no brainer for
 me.
 
  So I'll break down your question : if you get a native OpenGLContext i
  thought you could use any other library to mix in custom OpenGL code
 into
  your javafx application
  The short answer is, you can, but with limited means because 2D and 3D
  can't be mixed without a LOT of overhead, at least, that was what I
 kept
  reading all over the net. Well, thanks to your link you provided me
  earlier, I was able to find someone who figured out how to do it with
 as
  little overhead as possible. I have his code on my computer now and I
 have
  been going over it. I can't believe it is this simple. LWJGL and
 JavaFX do
  work well together. I am very impressed.
 
  I have enjoyed our conversations Tom. You have definitely made my day.
 :)
 
  Cheers,
  Torak
 
 
  On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl 
 tom.schi...@bestsolution.atwrote:
 
  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 06.04.2014 um 18:41 schrieb Exo Verse tora...@gmail.com:
 
  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.atwrote:
 
  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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Exo Verse
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 tora...@gmail.com wrote:

 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 tora...@gmail.com wrote:

 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

 The problem is, if you take out the button ( I used scene builder to
 remove the button and the pane its on ) then the transparency works. But as
 soon as I re-add the button in the code / Scene Builder, then the
 transparency is gone. Ideas ?

 Torak


 On Mon, Apr 7, 2014 at 11:19 AM, Exo Verse tora...@gmail.com wrote:

 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 are not
 overriding it. Ideas ?

 Torak


 On Mon, Apr 7, 2014 at 11:12 AM, Richard Bair 
 richard.b...@oracle.comwrote:

 When you get your game finished, let us know :-).

 On Apr 6, 2014, at 10:09 AM, Exo Verse tora...@gmail.com 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 other. I can't
  speak for Win8+. I don't like Win8, but that's another topic all of
 its
  own. You can use OpenGL API with anything. That in itself is not the
  problem. The problem is, Mixing 2D AND 3D into one. That is where
 GUIs are
  a problem for OpenGL and DirectX. You have to design your own if
 you're
  making your own game engine, which I am. The problem I kept running
 into is
  the tools needed for GUI design is crazy expensive or not enough
 info. I am
  an indie game dev, so I have to use what is available to me. JavaFX is
  brilliant in the way it's GUI design works. I have tried JMonkey, but
 even
  their Nifty GUI is not exactly user friendly. Same goes with JOGL.
 LWJGL is
  simple to use and it uses the same calls as C++ API call in OpenGL
 use. So
  since I am used to the API calls of OpenGL, LWJGL was a no brainer
 for me.
 
  So I'll break down your question : if you get a native OpenGLContext
 i
  thought you could use any other library to mix in custom OpenGL code
 into
  your javafx application
  The short answer is, you can, but with limited means because 2D and 3D
  can't be mixed without a LOT of overhead, at least, that was what I
 kept
  reading all over the net. Well, thanks to your link you provided me
  earlier, I was able to find someone who figured out how to do it with
 as
  little overhead as possible. I have his code on my computer now and I
 have
  been going over it. I can't believe it is this simple. LWJGL and
 JavaFX do
  work well together. I am very impressed.
 
  I have enjoyed our conversations Tom. You have definitely made my
 day. :)
 
  Cheers,
  Torak
 
 
  On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl 
 tom.schi...@bestsolution.atwrote:
 
  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 06.04.2014 um 18:41 schrieb Exo Verse tora...@gmail.com:
 
  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.atwrote:
 
  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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Stephen F Northover
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.atwrote:


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.atwrote:

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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Exo Verse
@ 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.atwrote:

 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).

 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread Stephen F Northover

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.atwrote:


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 

RE: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread John Smith
Hi Exo,

For general JavaFX usage questions, stackoverflow or the Oracle JavaFX forums 
are probably a better place to ask than the openjfx-dev mailing list.

See for example:
http://stackoverflow.com/questions/18792822/dragging-an-undecorated-stage-in-javafx
https://community.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.java.net
Subject: Re: JavaFX 2 + with LWJGL ( OpenGL )

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 the GUI 
image back to the screen in a 3D space instead of worrying about 2D. No need to 
worry about FPS dropping either. His approach needs work, but the point of his 
exercise is to prove its doable.

I am at another loss though. I am trying to make my window in JavaFX CLICKHOLD 
and DRAGGABLE.. not a control within it.. The actual window itself. Ideas ? My 
whole source code in a previous post is there if you want to see what I have so 
far. Although you will need to make a 800x600 image to get it to work. ( NOTE : 
 Any image for testing purposes would work. )

Torak


On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover  
steve.x.northo...@oracle.com wrote:

 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.atwrote:

  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

RE: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-07 Thread John Smith
Sorry, I should have worded my email better, my intent was only to advise that 
for high level API usage questions, IMO you will probably get the best answers 
on StackOverflow (and many things are answered there already).

Agreed that the low level discussion things affecting implementation are 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't know, most of this thread is about things that seems low level enough 
to warrant a discussion on this list, we can forgive one or two usage related 
questions, no?

Cheers,
Mario
Il 07/apr/2014 22:11 John Smith 
john_sm...@symantec.commailto:john_sm...@symantec.com ha scritto:
Hi Exo,

For general JavaFX usage questions, stackoverflow or the Oracle JavaFX forums 
are probably a better place to ask than the openjfx-dev mailing list.

See for example:
http://stackoverflow.com/questions/18792822/dragging-an-undecorated-stage-in-javafx
https://community.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.netmailto:openjfx-dev-boun...@openjdk.java.net]
 On Behalf Of Exo Verse
Sent: Monday, April 07, 2014 9:53 AM
To: openjfx-dev@openjdk.java.netmailto:openjfx-dev@openjdk.java.net
Subject: Re: JavaFX 2 + with LWJGL ( OpenGL )

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 the GUI 
image back to the screen in a 3D space instead of worrying about 2D. No need to 
worry about FPS dropping either. His approach needs work, but the point of his 
exercise is to prove its doable.

I am at another loss though. I am trying to make my window in JavaFX CLICKHOLD 
and DRAGGABLE.. not a control within it.. The actual window itself. Ideas ? My 
whole source code in a previous post is there if you want to see what I have so 
far. Although you will need to make a 800x600 image to get it to work. ( NOTE : 
 Any image for testing purposes would work. )

Torak


On Mon, Apr 7, 2014 at 12:47 PM, Stephen F Northover  
steve.x.northo...@oracle.commailto:steve.x.northo...@oracle.com wrote:

 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.commailto: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.atmailto: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 06.04.2014tel:06.04.2014 um 18:18 schrieb Exo Verse 
 tora...@gmail.commailto: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

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Hervé Girod
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


Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Philipp Dörfler
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
 



Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Exo Verse
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.comwrote:

 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
 




Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Tom Schindl
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.comwrote:
 
 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. 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Exo Verse
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.atwrote:

 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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Tom Schindl
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.atwrote:
 
 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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Exo Verse
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.atwrote:

 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.atwrote:
 
  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 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Tom Schindl
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 06.04.2014 um 18:41 schrieb Exo Verse tora...@gmail.com:
 
 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.atwrote:
 
 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.atwrote:
 
 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.
 

Re: JavaFX 2 + with LWJGL ( OpenGL )

2014-04-06 Thread Exo Verse
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 OpenGL API with anything. That in itself is not the
problem. The problem is, Mixing 2D AND 3D into one. That is where GUIs are
a problem for OpenGL and DirectX. You have to design your own if you're
making your own game engine, which I am. The problem I kept running into is
the tools needed for GUI design is crazy expensive or not enough info. I am
an indie game dev, so I have to use what is available to me. JavaFX is
brilliant in the way it's GUI design works. I have tried JMonkey, but even
their Nifty GUI is not exactly user friendly. Same goes with JOGL. LWJGL is
simple to use and it uses the same calls as C++ API call in OpenGL use. So
since I am used to the API calls of OpenGL, LWJGL was a no brainer for me.

So I'll break down your question : if you get a native OpenGLContext i
thought you could use any other library to mix in custom OpenGL code into
your javafx application
The short answer is, you can, but with limited means because 2D and 3D
can't be mixed without a LOT of overhead, at least, that was what I kept
reading all over the net. Well, thanks to your link you provided me
earlier, I was able to find someone who figured out how to do it with as
little overhead as possible. I have his code on my computer now and I have
been going over it. I can't believe it is this simple. LWJGL and JavaFX do
work well together. I am very impressed.

I have enjoyed our conversations Tom. You have definitely made my day. :)

Cheers,
Torak


On Sun, Apr 6, 2014 at 12:56 PM, Tom Schindl tom.schi...@bestsolution.atwrote:

 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 06.04.2014 um 18:41 schrieb Exo Verse tora...@gmail.com:
 
  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.atwrote:
 
  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.atwrote:
 
  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