Re: Java3d 1.6.0-pre12 released: requires jogl 2.3.1
Posted by
gouessej on
Aug 13, 2015; 1:05pm
URL: https://forum.jogamp.org/Java3d-1-6-0-pre12-released-requires-jogl-2-3-1-tp4034327p4035068.html
slajar wrote
I just came across angle and I though that it would be a great idea to be supported from jogl on windows. That would probably solve a lot of nasty issues with not supported OpenGL drivers espacially from Intel.
Now, I found that you guys already discussing it. Thumbs up!
In my humble opinion, the bigger concern isn't the OpenGL drivers of Intel even though I remember the performance problems they had on their OpenGL 1.5 GPUs. ANGLE could be useful when the end users don't install any OpenGL driver because Microsoft GDI renderer only supports OpenGL 1.1 which isn't enough for Java3D.
slajar wrote
What I don't understand is, what we need to do to get this work. The google angle sources are pretty crypted. As far as I understood the concept, it has api level compatibility. That means we would need to recompile jogle native sources with their bindings. Furthermore, we'd need some kind of a proxy concept to switch between real opengl and angle.
Personally, as I would use ANGLE as a replacement for Microsoft GDI renderer, I don't see the need of a new concept. It is already possible to favor hardware OpenGL rasterizer or not in GLProfile. Java3D will just pick the most capable profile.
Edit.: ANGLE exposes OpenGL ES 2.0. As Java3D uses the fixed pipeline, it won't benefit of it immediately. I mean it's not trivial, the fixed pipeline can be emulated by JOGL when OpenGL ES 2 is available but if it requires too much work, it will implemented in JogAmp's Ardor3D Continuation and not in (JogAmp's) Java3D (Continuation).