That question has ever been asked, but there were no good responses, so, will we be able to put lwjgl in an awt or swing component in the future ? Will the feature be added soon or in a long time ?
++
Chman
That question has ever been asked, but there were no good responses, so, will we be able to put lwjgl in an awt or swing component in the future ? Will the feature be added soon or in a long time ?
++
Chman
perhaps, dunno ;D
Lwjgl isn’t really a toolkit that is intended for all sorts of integration.
That said, looking at some of the other statements made about this, it shouldn’t be that big a problem to render into another window - the problem seems to be with behaving with the awt/swing component architecture…
However - I’m busy enough getting the Mouse to behave… (read: getting 0.5 out the door)
Let me get my scrying stones out… 
I don’t know what the devs are thinking, but guessing from the way most library development goes I expect they’ll continue without any integration and with about the current feature set for a while - fixing things and getting general “alpha-ish” features working.
There’ll be a significant shift about version 0.6-7 as more people start to use it, and we’ll see an embeddable canvas etc shortly thereafter.
About version 0.95 the devs will be contacted by Sun, who ship them all out to Silicon Valley to work full time on it.
Version 1.0 will be accompanied by a huge release on the main page of Sun.com, Slashdot and OpenGL.org. With the release of version 1.4 an exclusive deal is signed with Sony, and the PS4 is announced as a massively parallel-processing pure Java/OpenGL platform. Six months later, Cas gets elected to be a permanent member of the UN security council. The Isle of Wight is renamed the “Isle of LWJGL”. Half the money gained from the whole project will be spent on lawyers.
please please - can I be a Minion of Doom ? 
Well it’s pretty simple - we work on what we want to… so if none of us want to work on awt integration, then no one will…
It’s open source, and we’re pretty open to patches (if they don’t go directly against what we’re trying to accomplish or introduce huge bloat). That said, if the “community” keeps shouting for stuff, we will ofcourse work towards that goal. Thats how we got “proper” windowed mode support… since “someone” was against it 
It can be, but no decision has been made one way or the other on whether or not we want to build a component into LWJGL. I can however make the Sojourner GLCanvas component available to anyone interested in it. Requires a tad more work on your part to make sure that if you put it in a Swing container that it doesn’t overlap anything (because its heavyweight and all swing components are lightweight the GLCanvas gets drawn last), but otherwise performs just as well as the non windowable component.
You must ensure that AWT is available on your target platform (and if you’re running where Java is that shouldn’t be an issue for you), but the approach doesn’t require that AWT be present for the non-windowing component to work.
I mustard mitt I’m coming round to thinking we can integrate pretty easily with AWT without too much pain. I’m also beginning to think we should do our own windowed mode properly too for that matter and allow it to be resized etc. and not be a debugging window blah blah which means some changes to the way Display and DisplayMode work.
We’ll see. Our biggest problem in this respect is that one of the mandates of LWJGL is that it assumes there is no windowing system present and possibly only one screen mode (read: PS3 or somesuch ;D) so I’m not sure how wise it is to be incorporating it into the core library. It might do well as a special supporting library, along with one to do utils as well like textures and stuff.
Cas 
I think that little cas is getting soft in his old days… I while ago he’d toast anyone mentioning a real windowed mode. Now, he talks about resizing and all… tsk tsk 
Well, on the one hand it gives us a bunch of extra functionality and widens our appeal… at the same time buggering up the stark simplicity of programming what is, in effect, a console. Which is where I wanted to be
We all know that write-once-run-anywhere isn’t really quite as simple as it sounds and much of the problem is having to cater for too wide a range of systems. It’s hard enough as it is worrying about OpenGL extensions.
Cas 