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JOGL limitations?

Posted by Qu0ll on Jul 22, 2010; 10:50am
URL: https://forum.jogamp.org/JOGL-limitations-tp986701.html

We have to decide whether to develop a new (large) application and framework using either a C/C++ with OpenGL approach or a Java/JOGL approach.  Being a long-time Java developer (and just because it would be really cool to get it working entirely in Java), I naturally would prefer to take the Java/JOGL approach but I am concerned about potential limitations inherent in taking such a direction.

Firstly, performance.  I am thinking that the performance of the rendering would be no slower using Java than C/C++ because it will be governed more by the capabilities of the GPU in use.  Is that correct?  I mean, is there any reason why I should be expecting significantly poorer performance from a Java-based OpenGL application than a C/C++ one?  Of course in areas where the application is running pure Java (i.e. not GUI or rendering related) then I know what to expect but I am not sure about the rendering side of things.

Secondly, the ability to utilise the full capabilities of OpenGL.  Are there any limitations with the JOGL approach in this area?  That is, are there things I could do with OpenGL using C/C++ that I cannot do using JOGL?  Some aspects of shading, GLSL etc. perhaps?  Maybe JOGL is limited in its ability to access all OpenGL extensions?  I am just guessing here.

Finally, are there any limitations in other areas that I haven't thought of?

Your input would be much appreciated and I would especially appreciate hearing from Michael and/or Sven.

Thanks,

-Qu0ll