Re: Java3D + OpenGL ES
Posted by
philjord on
Jan 28, 2019; 5:14am
URL: https://forum.jogamp.org/Java3D-OpenGL-ES-tp4039401p4039434.html
Yes it's the intersection, and given that Java3D 1.6 was the GL2 spec you can see that the items I listed above are the features of ES2 that are removed by going to GL2ES2.
However I need to update that list a little as it was written early in the development and I've since updated the mip-map support.
The mip-map system for ES2 is "auto generated only" meaning that if the chip is ES2 then a Texture2D will only use the 0 level ImageComponent2D. My first cut of support didn't include mip-map generation so the Lod clamp and min/max filter did nothing. (And I incorrectly labelled them, along with Texture3D old and out of date above).
Java3D 1.7 now does create mip-maps for ES2 chips, and therefore the Lod and min/max filters are back in play and work fine.
Java3D 1.7 does not support Texture3D, even though it's in the spec, I simply haven't put that support in yet.
Sharpen and combine aren't support and will never be.
For the list of ES2 features this is easy to read, and gives a semi-comparative with GL2
https://www.khronos.org/files/opengles_spec_2_0.pdfFor the example code you've given it will run with Java3D as it is, it is very similar to code I use right running on both Desktop and Android. However somewhere along something required me to use yUp = false, but I didn't get the inefficiency the efficiency doc suggested, right now I can't see why that is, and I can't recall what changed.
You may have to simply try it and see, but if yUp is required then a simple BufferedImage.createGraphics().drawImage with vertical flip transform would allow it to be set to true again, of course this may have all sorts of other negative effects depending on your code.
Phil.