Re: Java3D to Jogamp Ardor3D Continuation...
Posted by ThomasR on Nov 17, 2016; 4:37am
URL: https://forum.jogamp.org/Java3D-to-Jogamp-Ardor3D-Continuation-tp4036855p4037425.html
Sorry bad phrasing, I only meant that JoglAwtCanvas is JogAmp's Ardor3D heavyweight AWT canvas and would
be necessary for best performance. Please don't be offended or upset - my mistake.
In my naive understanding, anything that extends an AWT/Swing Container can just be added to any
other Container or Component and everything is sized according to minimum, maximum and
preferred size rules triggered recursively as the Frame size changes. It's ok, I can see it will be more involved than that.
I was just hoping to get to the fun stuff straight away ( I hate this gui stuff!)
I'm getting better results calling Updater.updateFrame on componentChanged events to manually resize the canvas.
Sometimes I wonder if there should only every be one canvas extending AWT canvas per JTabbedPane and
each tab is just a 'state' to draw on the canvas when a particular tab is selected.
When I say different, it seems that in my two test cases, SplitPanes and TabbedPanes really don't like
more than one JoglAwtCanvas per JFrame, multiple JoglSwingCanvas works better. Probably some hocus-pocus
add/removing the JoglAwtCanvas while tabs are selected/deselected will be necessary.