Hello forum,
Just thought I'd share a bit about how I'm thinking of approaching the JOGL2 backend of Java3d. You can find any and all of my changes at my github repos: https://github.com/hharrison 1) Drop all CG-related shader code form the existing JOGL backend, rely on the GLSL shader code only 2) Translate all of the JOGL1 calls to JOGL2 (help welcome) 3) Get HelloUniverse running and actually displaying content 4) Drop the existing native OpenGL and D3D backends leaving Java3D as a Java-only project w/ a single JOGL2 backend At this point, as soon as I have something that actually runs, get the git repos moved to jogamp and get hooked into the build+test infrastructure that is already here and start doing releases. 5) Provided that all goes well, go forward assuming an OpenGL2ES baseline profile instead of OpenGL 1.3 6) Hope there's somebody out there besides myself that is interested. Cheers, Harvey Harrison |
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That sounds like interesting work! I can't wait to see the results
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In reply to this post by hharrison
On 02/09/2012 02:32 AM, hharrison [via jogamp] wrote:
> > > Hello forum, > > Just thought I'd share a bit about how I'm thinking of approaching the JOGL2 > backend of Java3d. > > You can find any and all of my changes at my github repos: > https://github.com/hharrison Harvey also mentioned that his repositories history will be rewritten soon, reflecting proper attribution (author names and emails). Harvey pls send an email when this work is done, so we know when we can fork/pull and work with it - thank you. > > 1) Drop all CG-related shader code form the existing JOGL backend, rely on > the GLSL shader code only Disable CG/D3D and all native stuff as default for compilation and build, maybe keep the source code intact in one specific branch only. > 2) Translate all of the JOGL1 calls to JOGL2 (help welcome) As I have learned from Harvey and his colleague, Julien is already on it - kudos. > 3) Get HelloUniverse running and actually displaying content > 4) Drop the existing native OpenGL and D3D backends leaving Java3D as a > Java-only project w/ a single JOGL2 backend > > At this point, as soon as I have something that actually runs, get the git > repos moved to jogamp and get hooked into the > build+test infrastructure that is already here and start doing releases. > > 5) Provided that all goes well, go forward assuming an OpenGL2ES baseline > profile instead of OpenGL 1.3 one JOGL2-GL2ES2 backend, would be very valuable to enable this port for mobile. > 6) Hope there's somebody out there besides myself that is interested. 7) Ensure no AWT dependencies are within java3d-core etc, so it can run on non AWT machines (headless, Android, ..), see 'mobile' remark above. ~Sven signature.asc (910 bytes) Download Attachment |
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I disagree only with the 5th point. I have just ported the source code, CG things could be easily removed. However, I don't want to drop OpenGL 1.3 support. I won't contribute if you plan to do so. I don't program only for people who can afford a nice graphics card, I still use JOGL 2 on machines supporting OpenGL 1.3.
Julien Gouesse | Personal blog | Website
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On 02/10/2012 07:09 PM, gouessej [via jogamp] wrote:
> > > I disagree only with the 5th point. I have just ported the source code, CG > things could be easily removed. However, I don't want to drop OpenGL 1.3 > support. I won't contribute if you plan to do so. I don't program only for > people who can afford a nice graphics card, I still use JOGL 2 on machines > supporting OpenGL 1.3. Ok .. so we can have 2 JOGL backends: a - OpenGL < 2.0 - supports non shader hardware/driver, if this is possible b - OpenGL > 2.0, GLES 2.0, etc - supports shader only hardware/driver - implements everything w/ GL2ES2, hence shader only how about that ? Shure, we don't need to drop the OpenGL 1.3 capable backend, agreed. ~Sven signature.asc (910 bytes) Download Attachment |
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Hi
It's a bit a mess on my machines but I will have to commit some code, I removed some dirty and useless things related to native renderers I had removed earlier.
Julien Gouesse | Personal blog | Website
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Sure, feel free to send whatever you want...I've been unfortunately busy with other things the past few weeks,
but I will make the time early next week to get the offscreen rendering working so we can get this moving forward. I'll send you the backtraces early next week in case you can spot the problem right away. Harvey |
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We have to do something for the whole building process too, some people seem to have some difficulties to compile Java3D and its dependencies.
Julien Gouesse | Personal blog | Website
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I look forward to that. I am back in the States and overwhelmed with distractions, but getting things in place (software organization, git repositories, etc. ) to make another assault on incorporating JOGL2 into my app. Java3D with my existing code should be a very nice, quick bridge to that.
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In reply to this post by gouessej
Any progress on this? I have set up my project using git with submodules so I have a public version independent of jogl2 and the old java3d used for development, but have to use a script to switch between the two. Would be nice/convenient to have compatible versions. Best, LS |
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I still use my hacks on "my" branch. There is not yet any progress.
Julien Gouesse | Personal blog | Website
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