My company is interested in making a wholesale shift to Java+OpenGL_2.0 for a long-term project. I have taken a broad inventory of issues mentioned in this forum, but would appreciate additional information and opinions, especially with regard to the following:
–The general prospects for JOGL. Is it likely to remain the java-OpenGL binding of choice? Is there reason to expect a persistent or uneven lag between the bindings and the API, especially as we move beyond 2.0?
–The specific prospects for OpenGL Shaders. Is there any reason to expect a lag between JOGL and OpenGL in this particular area, especially given the benefit of driver-side compilation?
–The specific prospects for pbuffers. Are there any stubborn (i.e. currently unsolvable) performance or compatibility issues for render-to-texture under JOGL? Also, has any progress been made on the “lazy creation” problem mentioned in the user’s guide?
Apologies in advance if I’ve overlooked specific coverage of these topics in earlier posts.
Regards,
–Peter Kaku
But it depends on your actual requirements which API you’re going to use. If you’re doing CAD/CAM, grit your teeth and go for JOGL. If you’re writing portable games, go with LWJGL. We’ll very likely have GL2.0 support before JOGL, and OpenGL ES support. Of late I have wondered whether someone might actually implement the GLSlang compiler in pure Java too…