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Re: Available GLVersions not set for EGLGraphicsDevic

Posted by gouessej on Jan 24, 2023; 9:21am
URL: https://forum.jogamp.org/Available-GLVersions-not-set-for-EGLGraphicsDevic-tp4040111p4042099.html

Hello

Gradle allows to mix both libraries coming from Maven Central and libraries not coming from Maven Central and not packaged for Maven. Reread my sentence, I wrote "in the meantime", I have never told you that we don't want to have a Maven library and by the way, Martin is comfortable with Maven and already pushed some stuff into Maven Central. Nobody is claiming that we won't provide a Maven library. However, I mentioned Gradle because it's less constraining and useful in the current situation when there is not even a snapshot available in Maven Central or in our development repository. Imagine that you are concerned about a particular bug and that you'd like to ensure that a nightly build really fixes it, you obviously don't expect from us that we'll put all nightly builds into Maven Central, being able to use libraries not coming from a Maven repository is important in my humble opinion even though many Java APIs have Maven libraries. Stick to whatever you want in your own project, it was only a question.

Which surprise? I removed the half broken DirectX native renderer in Java3D 1.6 many years ago (about ten?), it's not specific to Java3D 1.7 but it's specific to JogAmp Java3D continuation for sure, including Java3D 1.6 from JogAmp. Yes I understand your situation and let me know what still bothers you, maybe there are a few things to do to mitigate some problems but please, keep in mind that the native DirectX renderer was buggy, don't believe that it would be awesome to resurrect it because it's plain wrong even with "good" Direct3D drivers.

On the long term, WebGPU might be interesting (in my humble opinion) as it would use the Direct3D drivers when available under the hood but relying on Direct3D even under Windows isn't inherently safer or more reliable than relying on OpenGL despite crappy Microsoft drivers. It's a common problem, the end users must have working drivers whatever APIs you use, WebGL, WebGPU, Vulkan, OpenGL, Direct3D, Metal, etc.
Julien Gouesse | Personal blog | Website