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Re: GLJPanel for LibGDX JOGL backend

Posted by gouessej on Jul 02, 2015; 8:41am
URL: https://forum.jogamp.org/GLJPanel-for-LibGDX-JOGL-backend-tp4034741p4034794.html

There is no OpenGL context of LibGDX, LibGDX relies on several Java bindings for the OpenGL and OpenGL-ES APIs to manipulate the OpenGL context, it wraps those bindings into a middle level abstraction. I understand that you want to make it work. If you're not yet able to confirm it, check whether GLJPanel really works very well with SwingNode for your use case. If so, check whether JoglSwingCanvas (JogAmp's Ardor3D Continuation) works correctly with SwingNode and if it's the case, porting JoglSwingCanvas to LibGDX will be worth it and I'll do so myself. If you try to solve too many problems at once, you will fail. Make a plain Swing canvas work first and then make it work with JavaFX / OpenJFX, it will help to find the culprit.
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