Re: GLJPanel for LibGDX JOGL backend
Posted by
adam_law on
Jul 08, 2015; 3:14am
URL: https://forum.jogamp.org/GLJPanel-for-LibGDX-JOGL-backend-tp4034741p4034836.html
gouessej wrote
I would appreciate that some people here give a try to our JogAmp LibGDX backend in order to check whether this commit causes some regressions:
https://github.com/gouessej/libgdx/commit/69cb08144bfde491ba66ac240288a8b276e7553d...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.
No problem. I can wait :) I wish I had some existing projects that uses the backend, but this is my 1st project of this type :( sorry.