Re: JOGL + Swing + Multiple viewports
Posted by
Wilds on
Jan 16, 2018; 10:38am
URL: https://forum.jogamp.org/JOGL-Swing-Multiple-viewports-tp4038537p4038544.html
Thanks for your response.
Isn't using an animator the same as active rendering?
And is NewtCanvasAWT a heavyweight or ligweight component as I cant seem to use GLCanvas at the moment (it is not drawing anything). (I am using weblaf and their docking components)
Currently everything is done on the EDT, isn't this going to cause performance issues, I sometimes have that my screen lags a little, I just want consistent framerates. Thats why I thought active rendering would be a solution.
I discontinued my C# editor and put it up on github,
https://github.com/MarkWilds/RunegearI never implemented a BSP and PVS compiler and did not got around to even implement CSG ^^
P.s.
I am also having a problem with enabling GL_CW for backface culling but my screen turns black.
Maybe any knows the cause?
GL2 gl2 = (GL2) glAutoDrawable.getGL();
gl2.glClearColor(31.0f / 255.0f, 31.0f / 255.0f, 31.0f / 255.0f, 1.0f);
gl2.glEnable(GL2.GL_DEPTH_TEST);
gl2.glEnable(GL2.GL_CULL_FACE);
gl2.glFrontFace(GL2.GL_CW);