Java2D on JOGL

Hi,

Is anyone aware of any attempts at
(partially) implementing Java2D on
top of JOGL? The benefits of this is
the ability to use high-level Java2D
and low-level JOGL on the same
component, namely GLCanvas. This
will be incredibly and immediately
useful for real-time graphics
applications for Java.

I’ve queried many times on the integration
of Swing/Java2D’s OpenGL pipeline
with what the JOGL team (JSR-231) is
doing. Over the past few months the
conclusion I gather is that this is
quite unlikely to happen, even for
Mustang. I can understand the technical
challenges involved, esp when a general
solution is asked for, so perhaps a
partial but specialised solution
is the way to go. If anyone knows of
any, please let me know!

Thanks!

.rex

For my Zoltar game, i’ve developped a small API that allowed me to use a graphics object with GLCanvas (via a render to texture), mainly to save time for font works.

I don’t know if this kind of thing is widely used.

Lilian

Okay (for the third time), I’ve already replied to your query over on the java.net forums:
http://forums.java.net/jive/thread.jspa?threadID=689&tstart=0

Chris

I may have misunderstood this entire topic alltogether and further confused myself about what’s happening.

This is what I understand:
OGL and D3D backends for J2D will have some functionality in the final build of Mustang but will ultimately fall into software rendering for the majority of operations, as you have said interoprability will not really occur until Dolphin.

[quote]Okay (for the third time), I’ve already replied to your query over on the java.net forums:
http://forums.java.net/jive/thread.jspa?threadID=689&tstart=0

Chris
[/quote]