I saw Agile2D at http://www.cs.umd.edu/hcil/agile2d
Nice proof of concept :o !
Is SUN working on something (slurp !) similar for the next major release ?
Maybe they could use JOGL instead of GL4Java…
Mik
I saw Agile2D at http://www.cs.umd.edu/hcil/agile2d
Nice proof of concept :o !
Is SUN working on something (slurp !) similar for the next major release ?
Maybe they could use JOGL instead of GL4Java…
Mik
Recent reports (on here mostly) have pointed that the Java2D implementation in 1.5 will be based on OpenGL (at least on linux). It won’t however be based on JOGL or GL4Java, but rather native calls of its own.
http://weblogs.java.net/pub/wlg/279
Kev
I find it very strange that java2d will use OpenGL only on Linux. I think that SUN should not write the same things twice as OpenGL is everywhere…
Cheers,
Mik
Yeah, seems to have been the reaction everywhere, however it still appears to be the case.
I think they’re worried about breaking the window (working) accelerated version. Maybe we’ll be able to switch between the two with some runtime flag or something?
campbell is still registered here isn’t he? Where art thou oh Java2D bod?
Kev
There is certain subset of graphic cards, which have some DirectX support but next to none opengl support. While for 3d apps it is not so important, as they are probably too weak to display anything in realtime anyway, for normal apps it is certain market which can use improved 2d graphics performance. And please note that there is probably no reverse situation - GPU which under Windows has a lot worse DirectX then opengl support
[quote]Yeah, seems to have been the reaction everywhere, however it still appears to be the case.
I think they’re worried about breaking the window (working) accelerated version. Maybe we’ll be able to switch between the two with some runtime flag or something?
campbell is still registered here isn’t he? Where art thou oh Java2D bod?
Kev
[/quote]
Hey Kev,
As I’ve mentioned in numerous threads, OpenGL is our #1 priority for Linux and Solaris, because those platforms are in dire need of a performance boost. This does not preclude a Windows port in a future release (possibly using a command line switch, as you suggest), but we need to get our ducks in a row on the X11-based platforms first. Once things are stable on those platforms, we can look into supporting OGL on Windows.
And I should note, there are plenty of improvements coming in our DirectX based Windows pipeline for Tiger. We use the API’s that give us the most bang for the, um, buck (and most stability); on Windows, that happens to be DirectX, on Linux/Solaris it happens to be OGL…
Thanks,
Chris
Windows needs hw accelrated Transformations, for tile based games its a must ( sometimes i need to fill a shape with a given image ).
I use a isometric engine and my tiles have height information, guess hwat happens if two tiles have different heights, the image isnt acccelrated because its has to be transformed.