I’m not sure that anyone else has twigged yet, but in an idle musing I was talking to Matzon about LWJGL and JOGL. But the general gist of it is:
LWJGL already works on top of JOGL.
It doesn’t take a genius to figure out how this is so. LWJGL is a direct connection to OpenGL. Provided you’ve got a current OpenGL context, you can call OpenGL methods that render into that context.
Now, LWJGL hides away all the context management in a convenient lightweight manner behind the scenes. But if for example you wanted to use JOGL to set up your context and manage page flipping etc. then you can. Trouble is you’ve got all this OpenGL binding baggage in JOGL that you probably don’t want to deploy.
There are a couple of tiny issues in our design that need to be addressed to make it really work well, like our automatic determination of GL capabilities is handled by our context manager rather than the JOGL one; but otherwise - you’r sorted. Swing components and LWJGL can coexist.
I was therefore wondering whether JOGL might split itself up logically into context management and GL rendering API. Which would make sense.
Cas