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Re: Jogl speed with libGdx when under JavaFX SwingNode

Posted by gouessej on Aug 13, 2019; 7:49am
URL: https://forum.jogamp.org/Jogl-speed-with-libGdx-when-under-JavaFX-SwingNode-tp4039918p4039931.html

You're welcome. Maintaining several frameworks and engines is time consuming. I think that most of the biggest efforts have already been done. Using other canvases as examples could help you but honestly, JogAmp's Ardor3D Continuation has a "better" design which helps me to add some support for a new GUI framework very quickly (which is what I'll do for OpenJFX/JavaFX when the next JOGL version is released and available on Maven Central).

I'm sure that it would be faster, that's the main interest of avoiding to use a SwingNode. I advise you to give a try to NewtCanvasJFX with plain JOGL and you'll see the difference.

Some changes in OpenJFX/JavaFX planned for its version 13 will help to interoperate with OpenGL:
https://jogamp.org/bugzilla/show_bug.cgi?id=607#c26
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