OpenGL and Swing

I was reading through the forum but I am some at loss as to what is valid and obsolete? I am planning to use Swing and OpenGL, what is the best strategy?

  1. I am thinking about using GLJPanel for rendering. Good idea?
  2. Do I need Java 6, or can I stick with Java 5?
  3. If I want to distribute the program via Applet and as Java Webstart application, do I need to be worried? How do I include the native files (dlls etc.)?

Thanks. :slight_smile:

  1. good idea. You shouldn’t get problems as long you are rendering the swing components on top of your 3d scene.
    2.1 Java6. This is my recommendation for any kind of new desktop app. (if you haven’t tried one of the Java6 update N builds yet - try it!)
    2.2 don’t worry - all deployment problems have already been solved in that area :wink:

Thanks ;D

In regards to Java 6, it is not support yet on Apple :frowning: Would Java 5 work well enough with JOGL or is it a no go especially with GLJPanel?

Apple and Java 5 works fine for GLCanvas, I haven’t been interested in trying the GLJPanel, but the rest of JOGL works fine.

is using GLJPanel really good idea? i’m confused, because, i’ve read in this thread:
http://www.java-gaming.org/forums/index.php?topic=16452.0
that

[quote]Conclusion:

  • I guess, I will stick with the GLCanvas after taking a deeper look at the GLCanvas on my laptop. It seems to be the most “compatible” for me, especially as I have no option to rely on nVIDIA/ATI graphics cards on every computer

  • I agree with your decision to stick with the GLCanvas.
    [/quote]
    so, which one is really better?