Best way for LWJGL to AWT in 3?

So I’m working on a project that requires a heightmap to be rendered topographically using this method: https://forums.tigsource.com/index.php?topic=9859.0 I’m going to use OpenGL for this, because it’s a simple framebuffer, how hard could it be? ::slight_smile:

The requirements are that it must render to a swing BufferedImage so I can scale, and manipulate it through a UI later. Using OGL 2.0 with shaders for the calculating the texturecoords.

I may use LWJGL 2 because of the documentation on making AWT images from OGL, then have worker thread containing the OpenGL context.

Is there any way for getting AWT images from LWJGL 3? I’ve googled around and all I can find is on 2, which is looking pretty attractive as of right now. I read somewhere that there was no planned AWT implementation of 3, so I may migrate to 2.

spasi mentioned jawt bindings in latest lwjgl update on the lwjgl forums

http://forum.lwjgl.org/index.php?topic=6157.0

Looks like there is a test here

https://github.com/LWJGL/lwjgl3/blob/master/modules/core/src/test/java/org/lwjgl/demo/system/jawt/JAWTDemo.java

Is this what you need?

OpenGL in AWT works good in JOGL. When it comes to LWJGL… One of possible solution would be to create offscreen window, render anything you need in it and then read pixels and use them to create proper BufferedImage.

[quote]The requirements are that it must render to a swing BufferedImage so I can scale, and manipulate it through a UI later. Using OGL 2.0 with shaders for the calculating the texturecoords.
[/quote]
I am curious if JavaFX has been considered for this or not. And if so, what are the drawbacks of using JavaFX 3D? From what I can tell, most transforms are available with mesh objects, and these can use images for texture/surfaces.