OpenGL on Windows
felix.bembrick at gmail.com
Tue Jan 14 03:57:35 PST 2014
If I were to build an OpenGL-based platform for Windows, would the font
rendering technique need to change? That is, could DirectWrite still be
used to rasterise the glyphs (if that's what's currently happening) and
would there be any reason for the text rendering quality to degrade?
You mentioned that "ES2 code is not there": was that just an example or
will I really have to address this problem?
On 14 January 2014 06:28, Stephen F Northover
<steve.x.northover at oracle.com>wrote:
> Essentially, OpenGL on Windows would be another platform to support. If
> you build your own OpenJFX for Windows, it will work but it is completely
> If you run into any problems after you have successfully built (ie. the
> ES2 code is not there), open a JIRA request for OpenGL support on Windows
> and we can follow up there. Even if we don't fix the JIRA, we can capture
> the information for other that might want to do the same thing.
> On 2014-01-13 1:19 PM, Felix Bembrick wrote:
>> Having watched the presentation from Stephen and Felipe about integrating
>> JavaFX and native technologies such as OpenGL, I am inspired to work on a
>> solution for my own needs for fast rendering of thousands of objects using
>> the techniques in the video which I would then contribute to the community.
>> However, it's quite clear that any OpenGL based solution is not going to
>> work on Windows because OpenGL is not enabled on that platform.
>> Given that I don't want to write code that supports both OpenGL and D3D,
>> could someone answer these questions?
>> 1. Why is OpenGL not enabled on Windows? Is it a performance thing? Is it
>> because of poor text rendering with OpenGL?
>> 2. What's involved in hacking Prism to enable OpenGL?
>> 3. If 2 is not possible, is there some way to develop an abstraction
>> layer on top of both OpenGL and D3D?
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