I’m wanting to update my game engine from LWJGL 2 to LWJGL 3 and want to know what is different?
I have heard that input and how the screen is called is different but is that really all that has changed? nothing to the rendering process?
Thanks
I’m wanting to update my game engine from LWJGL 2 to LWJGL 3 and want to know what is different?
I have heard that input and how the screen is called is different but is that really all that has changed? nothing to the rendering process?
Thanks
Rendering is largely the same. Some API calls into OpenGL have been tidied up. Mostly the notable changes are in init code and input.
Cas
I hesitated long before I finally had the courage to switch - but it was surprisingly fast for my project: it took me only one afternoon to switch and bring it back to run again correctly. The next two days I spent some time to look deeper into it and improve the new code.
There is only one thing that worked before but I didn’t bring it back to work so far (but didn’t really try, because I always forget and its kinda low prio a the moment): changing to and from fullscreen with the press of a key.
As @princec already stated: Rendering is largely the same, that was the easiest part
Oh, and Pbuffers are missing now, in case you used them in LWJGL2. You have to make your own modern version using FBOs.
Cas
swing-support is gone.
that’s still keeping me at 2.9.x.
Thanks guys that explains a lot, I thought it was strange that most LWJGL 3 tutorials stopped after showing you how to set up the display, which was strange in my opinion xD
basil_, what are you using Swing for?
I’ve had reasonable success integrating LWJGL3 with JavaFX, though I wouldn’t exactly call it performant.
Cas
[quote=“basil,post:5,topic:56521”]
LWJGL 3 has JAWT bindings now. Sample code here. It is in no way production ready (the implementation is Windows-only even), but it will become perfectly usable once GLFW #25 is available.
[quote=“princec,post:4,topic:56521”]
LWJGL 3 supports everything there is about pbuffers: WGL_ARB_pbuffer, GLX 1.3, CGL, EGL. There’s just no cross-platform abstraction that wraps it all, like the Pbuffer class in LWJGL 2.
[quote=“Spasi,post:8,topic:56521”]
Oh, I somehow totally overslept the completion of the JAWT integration.
I’ll add Win32 support for full OpenGL context creation (you know >= 3.0 and >= 3.2 core context and all that) with the code already working in lwjgl3-swt’s Win32 implementation.
If someone else wants to join in and do a X11 implementation and OS X (don’t know what the latest not-deprecated window manager is called there).
@Cas : for the GUI … i’m also too slow on switching to javaFX.
do you use a dedicated thread (EDT like) with javaFX, or embedded in the GL pipeline ? i like swing cos’ it’s not freezing up when i screw up the GL; application remains somewhat “usable”.
@Spasi : thats very good news, i’ll move on to lwjgl 3.x once it’s “close to production”.