Posted by
Sven Gothel on
Feb 26, 2013; 5:50am
URL: https://forum.jogamp.org/JOGL-JavaFX-integration-and-the-future-tp4028263p4028383.html
On 02/25/2013 09:49 PM, Dejay [via jogamp] wrote:
> Awesome, thank you very much for your help. I can glClear something :D
>
> Btw Javafx is already multi threaded, e.g. render thread, animation thread,
> and application thread (all events get dispatched there). So doing stuff in
> response to events would not block rendering.
>
> I've used the createProxySurface / createGLDrawable similar to swt.GLCanvas.
> The example greatly helped. Now I have to figure out how to render stuff :D
Sweet.
>
> BTW if one only uses GLES2 for rendering, does the same code work on PC /
> android? (within capabilities)
Use GL2ES2, check our OpenGL UML diagram on the jogamp homepage
and see the many unit tests (*GearsES2* etc).
Using a common profile like GL2ES2 allows you to run your stuff on desktop
and mobile w/o any change, if toolkit is provided.
Due to the latter - I also strongly recommend to walk the NEWT path .. well :)
[Since we support NEWT on desktop and mobile.]
>
> And do any gl commands get dispatched into another thread if I only use
> makeCurrent and glCommands in a single rendering thread?
Nope.
The special thread dispatch is done in the AWT toolkit's GLCanvas
just to serve constraints of those .. it's not a constrain of JOGL.
~Sven