Strange Question (non-games): print resolutuion?

The short story is, I have a desktop publishing/page-layout engine type application going on, and I want to use JOGL to accelerate it (lots of Very Big Fat images being dragged around the screen and such when laying out pages, which is slooooooow, even with lots and lots and lots of optimization, mip-mapping, etc. Java2D is just not up to the task of drawing thousands of images all over the place). Now, using standard Java2D, this works when it comes time to print because I can just dump a high-resolution Graphics2D into the same methods that paint things onto the screen and magically change 72 DPI screen resolution into 300 DPI print resolution…

If I switch over to JOGL for client-side, will I be able to do the same kind of thing? Meaning, will JOGL draw to a Graphics object (or something similar) eventually so that I can render everything to a printer? Or will I need two seperate code-bases? Or is there a way to get super-high-quality (300 DPI +) rendering out of a graphics card (even if it’s dog slow) so I can use the new ScreenShot API?

Coincidentally a new library was recently added to the JOGL tree to support this. In the current JOGL nightly builds, look at the com.sun.opengl.util.TileRenderer class and the demos.misc.TiledRendering demo. Using this class and with a simple refactoring of your OpenGL rendering code it’s really easy to produce extremely high-resolution images for print.