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Re: GLJPanel for LibGDX JOGL backend

Posted by gouessej on Jul 07, 2015; 8:57pm
URL: https://forum.jogamp.org/GLJPanel-for-LibGDX-JOGL-backend-tp4034741p4034833.html

You're welcome. I need some time to implement these stuffs correctly.

I'm currently committing a few changes, step by step. You will have to use JoglSwingApplication, which uses JoglSwingGraphics, which uses GLJPanel. I do my best to provide a GLJPanel without any AWT canvas and without NewtCanvasAWT.

At first, I'm currently moving lots of methods from JoglGraphics to JoglGraphicsBase and I'm implementing a few missing features (discontinuous rendering, frame identifier, ...). Then, I will create several classes extending JoglGraphicsBase and I'd like to avoid keeping tons of AWT dependencies in all those subclasses so that Xerxes and others can (maybe?) run our backend under Android.
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