org.lwjgl.opengl.AWTGLCanvas

…is committed for Win32 and seems to work like a charm, although I’m waiting for some ATI user to come along and spoil the party…

I’m sure Elias will get the Linux and Mac ones up to speed soon enough.

AWTGLCanvas is constructed using either no args or a PixelFormat just like any other LWJGL context. Plonk as many of them as you like in a Frame.

To actually do painting, override doPaint(). That’s all you have to do.

Along with Elias’ new fix that allows us to safely use multithreading and multi contexts, we’re pretty much sorted, feature-wise, now. When the other 2 ports are complete we’ll have a great solution :slight_smile:

As far as Swing goes - we’re not going to even attempt to make heavyweight Canvases behave nicely in Swing. It’s Swing’s problem, not ours.

Cas :slight_smile:

Neat. :slight_smile:

Does that imply that this canvas only works inside AWT components, or just that you get the usual heavyweight vs. lightweight issues?

Does that imply that this canvas only works inside AWT
components, or just that you get the usual heavyweight vs.
lightweight issues?

If it works within AWT, it will work within Swing, too… but it’s obviously heavyweight therefore the latter is the case.

Well, I don’t think it’s a big deal. There will be some things which will really suck… like JSplitPane… but I can live without that.

Neat. :slight_smile:

True :slight_smile:

[quote]although I’m waiting for some ATI user to come along and spoil the party…
[/quote]
Here I am ;D
So, where is the class ? On lwjgl website ? Or cvs ?

Chman

It’s in CVS, with a test.
You’ll need to use /DELAYLOAD:jawt.dll linker option to build now (not supported in VC6)

Cas :slight_smile: