Re: GLJPanel for LibGDX JOGL backend
Posted by
adam_law on
Jul 08, 2015; 10:07am
URL: https://forum.jogamp.org/GLJPanel-for-LibGDX-JOGL-backend-tp4034741p4034841.html
gouessej wrote
adam_law wrote
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.
I'll test with the provided examples. I hope that the changes will be really useful for you because I'm sure that it's already possible to use JOGL with JavaFX/OpenJFX directly without a scenegraph or an engine and it's doable both with JogAmp's Ardor3D Continuation and JMonkeyEngine. Are you really forced to use LibGDX?
I think this will be immensely helpful, not just for my LibGDX use case, but for others as well. We've looked and saw that there is no viable option right now to easily fuse JavaFX with any of the OpenGL-based frameworks, apart from the PoC projects done by Aqd, and Spasi. I believe you when you say that it's possible for JOGL to interface directly with JavaFX, but that detail isn't seemingly easy to find, and we've looked over the course of a year :))
Yeah, there's too much momentum on this project of ours where we've done about a year and half worth of work on a JavaFX based UI for desktop work, and a LibGDX-based rendering system for the app, not to mention a Nashorn-based scripting system, so we're kind of heavily invested in JavaFX 8+.
Both halves of our team were working separately at different parts of the world, and "made a mistake" forecasting that Java 8 would provide a means to join our work, at the very least through SwingNode. Hoo boy...

Sorry if I made you do a lot of work XD I can't thank you enough.
Edit: oh, forgot to mention is, our current endeavor is mostly 2D, which might explain why we chose LibGDX in the first place, can't say for sure, I'm on the UI team :))