Re: GLJPanel for LibGDX JOGL backend

Posted by adam_law on
URL: https://forum.jogamp.org/GLJPanel-for-LibGDX-JOGL-backend-tp4034741p4034898.html

gouessej wrote
Thank you, I fixed the pom file a few minutes ago. There is still a problem with the Gradle build, it complains about duplicated entries but it doesn't come from my changes this time (I'm almost sure of that). I can't import gdx-tests-jogamp, I can't run my tests, nobody answers to my questions on the official LibGDX forum, it doesn't help.
I found that there are only certain parts of the day, and certain prominent members, that are responsive on the LibGDX end, and they, more or less, answer only toward their expertise. I may be wrong, but the game development niche breeds a different type of developer, at least on the framework consumer end. Not a lot are helpful, and some are downright condescending :))

Most of my forum posts are ignored, but I found that you can start something in IRC, then carry on in the forums.

gouessej wrote
I think that you'll have to use ES2 and the trick to force OpenJFX/JavaFX to use the same EDT than Swing in the meantime, until Sven gets some proper funding to work on GLJFXPanel when Java 1.9 is ready (and then I'll have to implement JoglJFXCanvas in LibGDX). I'll let you know any possibilities of improving the frame rate and reducing the memory footprint.
ES2 does help, but forcing both Swing and FX threads on the EDT slows it down by a lot. Actually, not really slowing it down, but makes rendering fluctuate from 5 to 20+ FPS, as opposed to not doing it, and things stay stable, though it does throw out that error I made a pastebin about above.  

I'll look forward to any input about improving FPS and memory usage :)

gouessej wrote
Edit.: Oh.... When you build with Gradle, it creates tons of files not ignored by Git...... I made something cleaner in JogAmp's Ardor3D Continuation in order to build without such troubles, I'm a bit fed up, it's not your fault.
:)) I can imagine, I just got out of fixing my own environment from some obscure Eclipse bugs that killed content assistance and the open declaration function XD. With jobs like this, who needs more excitement, eh?

I'm not sure if it's the cause, but your GDX fork has outdated referenced in it's build.gradle file. Xerxes' version works better, I think. Oh, if you haven't come across it before, when the GDX team transitioned to Gradle, they moved people to using their gdx-setup-ui app, for the cleanest possible environment install of their stuff.