LWJGL backend

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STRESS
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Joined: Mon 19. Jan 2009, 12:10

LWJGL backend

Post by STRESS » Tue 28. Apr 2009, 12:04

This is more an opinion sort of question. I wonder if people would be interested to see a LWJGL (Leight weight Java Gaming Library including OpenGL and OpenAL) backend instead of a JOGL backend. JOGL seems to be moving rather slow in updating with latest OpenGL developments.

It is now at least a major OpenGL version behind. Right now I don't think a porting would be such a big problem since I could imagine that JOGL and LWJGL should be rather similar to each other. In the future this might become a larger issue. As soon as LWJGL will support OpenGL3.1 and then a lot of legacy operations will be removed (this includes all glBegin / glEnd, glVertex, etc. etc.)

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steffen
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Post by steffen » Wed 29. Apr 2009, 01:05

Sounds very interesting!

Just wondering if one can use swing gui together with LWJGL? The apps I know are always one single opengl frame... How would an application like ViewerVR look like with such a backend?

STRESS
Posts: 141
Joined: Mon 19. Jan 2009, 12:10

Post by STRESS » Wed 29. Apr 2009, 15:42

That's an interesting point. I haven't dug deep enough on that. I scanned through their forum and it seems there are some people using Swing components together with it. There is even one crazy person who draws Swing Components on top or inside LWJGL canvas itself, called SwingGL. And I also found there is an Eclipse RCP plug-in for LWJGL. So it should at least work with SWT. How well the Swing integration is I don't know haven't tested it. Put it probably suffers from known heavyweight and Swing lightweight problems like tooltips disappearing

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