Hi!
Does LWJGL provide an AWT component
that I can embed inside a GUI tool?
.rex
Hi!
Does LWJGL provide an AWT component
that I can embed inside a GUI tool?
.rex
No awt tool is available. An swt binding had been made and it works great. You can find it here
Chman
…and if you want an AWT context, just get JOGL to make one for you, and then use LWJGL to do all your rendering
Cas
Chman, sorry SWT don’t do, my tool is in Swing
princec, I’m not quite sure how you can do that. You mean I create a GLCanvas and realise its GLContext, then do the GL calls using LWJGL? Is that possible?? :o
Of course. In the GLCanvas’s paint method simply call GLContext.useContext(this); (or substitute whatever unique context object you like for ‘this’) and LWJGL commands just work after that.
You can use as many GLCanvases as you like this way. Just remember to call useContext() so LWJGL knows where to render to!
Cas
well…not meaning to boast here, but renanse from jME has Swing working perfectly with LWJGL with HeadlessRendering.
The code is in CVS if you want it, but its highly tied with jME…
DP
[quote]well…not meaning to boast here, but renanse from jME has Swing working perfectly with LWJGL with HeadlessRendering.
The code is in CVS if you want it, but its highly tied with jME…
DP
[/quote]
And it’s really slow at the moment
Chman
It doesn’t run at a few thousand FPS, but it does run fairly constant at about a monitor sync’d rate even with a fairly complex scene. shrug (ie, plenty fast for something like an editor.)
With Caspian’s trick, a jME that also supported JOGL could potentially make this much faster.
I think I’m going to make a lightweight AWT-GLContext canvas class for use in LWJGL. I want to do some GL applets
Cas
[quote]It doesn’t run at a few thousand FPS, but it does run fairly constant at about a monitor sync’d rate even with a fairly complex scene. shrug (ie, plenty fast for something like an editor.)
With Caspian’s trick, a jME that also supported JOGL could potentially make this much faster.
[/quote]
Is this via PBuffers?
PBuffers is horribly broken on my Mobility Radeon 9000.
(Yes I code on a laptop! :-[)
The latest drivers support OpenGL 1.3 and says it has
PBuffers, but all the demos that use it crashes, not just
JOGL ones, so I’m pretty sure it’s a driver issue.
[quote]I think I’m going to make a lightweight AWT-GLContext canvas class for use in LWJGL. I want to do some GL applets
[/quote]
Yea, good idea. Yet another module can’t hurt. Well, I’m not really interested in Applets, but it would help doing small tools alot.
Whoa… Have you tried installing the latest Omega Drivers… You can have the latest 4.12beta Catalyst driver up and running in no time and everything should work and more… You’ll be happy…
I test my work on laptops down to just a Radeon Mobility… Currently the main laptop I test with has the Radeon IGP340… Everything works fantastic with Omega Drivers…