Hello everyone,
this is kind of a newbie thread, but not really. I’m a C++ dude, and have just been assigned to learn Java, and expect to be using it heavily for the next 2 years. It’s a nice compliment to C++ in many ways. I’m 3 weeks into getting set up with things.
OK, here’s my worries. I’m developing a project that requires 2/3 screen to an openGL window, the other 1/3 to user input / text / data manipulation. I’m getting up to speed with swing, so the 1/3 part will be fine. I’m using jogl, and its all working. My opengl experience is also good.
But I have been researching getting hardware acceleration for jogl ( I will need it ), and I read that the only way to enable hardware is to go fullscreen. Before I go and hit a wall for a few weeks, thought I would ask for advice here. I already found that using a JFrame as my main app window, and using a GLCanvas on the left 2/3 view, my JMenu abilites get wiped out due to heavyweight occlusion. So switching to AWT menu… it works. But how do you guys get around this?
Also, if I go fullscreen with a GLCanvas, then I surely lose the opportunity to add Swing containers to the right 1/3? A big attraction for Java is the cross platform GUI stuff, and I just want to get on with my app, rather than rewrite a GUI. I thought that one way would be to make a thread for the canvas, and a thread for the swing.
Sorry for the long post! Help the poor C++ dude! thanks