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1  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-01-24 23:44:15
See here for Twinkle:
and here for the 3D button:
2  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-01-12 07:54:46
I need to add my computer is a P4 1.8 Ghz laptop with 1 GB of RAM. So it's pretty good but it's not extremly powerful.
3  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-01-11 18:57:48
I wrote this demo and it works just perfectly on various Mustang builds on my computer so I have to admit I have no idea of what's going wrong in your case. Could you try to download the source achives and use this command to run the demo: java -classpath bin -Dtwinkle.aa=true -Dsun.java2d.opengl=True -Djogl.debug.Java2D org.progx.twinkle.Twinkle

If you still have very bad performance, try to turn -Dtwinkle.aa=true to -Dtwinkle.aa=false

I had MANY problems with the OpenGL pipeline on my previous computer which had an ATI graphics card. I now run with an nVidia and I have seen none of the bugs I experienced before (mainly corrupted pictures).
4  Java Game APIs & Engines / JOGL Development / Swing/JOGL integration demos on: 2005-12-03 01:11:43
Hi folks,

I have been playing recently with the new JOGL feature that allows to mix Swing and OpenGL without any artifact. Despite a few minor problems, I'm glad to say it works really well. I got two demos for you.

The first one shows one of the gears from the famous Gears demo used as an icon in a JButton. Whenever the mouse enters the button, the gear starts rotating. Besides the screenshot below, you can take a look at a video ( and at the source code ( The source code is more a proof of concept than a real solution. I basically set a blank text on the JButton, change its layout to FlowLayout and add a GLJPanel and a JLabel into the button. As a drawback, the focus is not painted correctly. I have a few ideas for better implementations though.

The second demo is the opposite. Instead of putting an OpenGL scene into a JButton, it shows JButtons inside an OpenGL scene (+ extra Java2D stuff). I haven't released the source code yet because I'd like to disclose it at JavaPolis in two weeks. I will post the source code the 15th or the 16th of December. I have uploaded a video of the demo in different formats: QuickTime 7 (, XviD ( and DivX 6 ( The text and the pictures strip are drawn with Java2D and the buttons at the bottom left are JButton in a JPanel (the rounded rectangle).

While developing those demos I have stumbled into two important issues. First, using full scene antialiasing doesn't work (but Ken told me he'd be working on that Smiley. Instead I am using the old ugly accum buffer trick but the major drawback is you lose the possible transparency of the GLJPanel. The second issue is related to Java2D antialiasing. The text and the rounded rectangle in the second demo are painted into offscreen BufferedImages. Painting them directly onto the screen procudes visual artifacts. Chris Campbell and I actually discovered that it happens with text if the font size is greater than 16 (if it is you'll see each character replaced by the last character of the string). So beware Smiley
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List of Learning Resources
by elect
2016-09-09 09:47:55

List of Learning Resources
by elect
2016-09-08 09:47:20

List of Learning Resources
by elect
2016-09-08 09:46:51

List of Learning Resources
by elect
2016-09-08 09:46:27

List of Learning Resources
by elect
2016-09-08 09:45:41

List of Learning Resources
by elect
2016-09-08 08:39:20

List of Learning Resources
by elect
2016-09-08 08:38:19

Rendering resources
by Roquen
2016-08-08 05:55:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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