First of all thanks for the answers!
[quote]Does FengGUI support both LWJGL and JOGL JSR-231 ? (IIRC you had an abstraction layer… please detail how it works)
[/quote]
Yes. FengGUI runs on JOGL as well as on LWJGL. Our “abstraction layer” is quite straight forward: We got an interface IOpenGL
that declares the few dozen gl calls we need to render FengGUI. For example beginQuads
, end
, bindTexture
, etc. For each OpenGL binding we got a class that implements this interface, namely OpenGLLWJGL
and OpenGLJOGL
. It is up to the developer which binding he wants to use because their behaviour is identical of course.
More precisely, you can setup FengGUI by
Display fengguiDisplay= new Display(new JOGLBinding());
or
Display fengguiDisplay= new Display(new LWJGLBinding());
Both bindings instantiate the associated IOpenGL
in question which is then used for rendering.
[quote]Could we provide you a generic GL with basic OpenGL functions which semlessly calls real ones (JOGLJSR-231 or LWJGL, depending on the OpenGL layer choosed by the dev)
[/quote]
Hmm, I believe that is not necessary although I appreciate the offer. Since FengGUI will render the widgets completely separated from Xith we do not need to bridge the OpenGL binding between Xith and FengGUI. It is probably enough for both APIs to stick to the same binding (either JOGL or LWJGL). In other words, when you setup Xith with LWJGL, you should use FengGUI with LWJGL as well and vice versa with JOGL.
GL gl = ((CanvasPeerImpl)(myCanvas3D.get3DPeer())).getGL()
I tried this, but the returned gl
instance points at null
. :’(
[quote]The JSR itself defines an abstract wrapper around the GL functionality, so you could even create a LWJGL binding with an JSR interface (croft did something similar afaik with the jGL software renderer)
[/quote]
Hmm, the thing is that FengGUI combines several gl commands in one method in a few cases. However, having FengGUI in a node in the scene graph would be pretty cool. But maybe we should first try to render FengGUI simply after Xith. (like we successfully do with jME)
Johannes
edit: whoops, Marvin was quicker than me
[quote]FengGUI and HUD both depend on a plane, which is normal to the view direction. Well, as far as clipping of containers and picking are concerned.
[/quote]
Yeah, that may turn out to be a problem, but it is possible to overcome I believe. But again, we may want to go for the easy thing first.