LWJGL or JOGL?

I need some help in deciding which API to use for advanced OpenGL rendering in Java.

My choices has boiled down to either JOGL or LWJGL, and the following are important for my choice, in prioritized order:

  1. Compatibility. I noticed LWJGL fails to even initialize the screen on some systems, how about JOGL. Which one is more stable?
  2. Performance. I want the API with the smallest amount of overhead between Java and OpenGL. Any Benchmark tests?
  3. Features. My application will support advanced rendering techniques like HDR rendering and Perspective Shadow Mapping. I also need support for shaders through Open Gl Shading Language, or similar.

I only need to support the Windows platform.

Any advice would be greatly appreciated… :slight_smile:

1: Jogl is probably more compatible since they allow software opengl, which LWJGL doesn’t
2: LWJGL is faster than Jogl, particularly since it uses a native display, and can avoid the AWT overhead.
3: More or less equal.

Since you’re only interrested in OpenGL, it basically comes down to whether you prefer LWJGL’s style of method calls or Jogl’s.

No need to crosspost in these forums either, most of us read most of the forums.

Cas :slight_smile:

Sorry, just wanted to make sure I got an unbiased answer from someone who is not a fanboy of either JOGL or LWJGL :wink:

Hah! Fat chance ::slight_smile:

Cas :slight_smile:

if you’d like a straight answer, i’d like to say LWJGL is the one to go for, faster, smaller, regularly updated, great, helpful and friendly community for it, lively irc room, used already in commerical games, also comes with openAL and joypad support, slightly better in most benchmarks against JOGL not to mention a cleaner API, OpenGL 2.0 compliant. although JOGL is an excellent binding, lwjgl is clearly much more attractive choice.

there you have it my fully unbiased advice ;D

I’d say the same but I’m well known to be biased… ::slight_smile:

Cas :slight_smile: